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							| @@ -1,248 +1,14 @@ | ||||
| VanessaE's Unified Dyes | ||||
| ======================= | ||||
|  | ||||
| The purpose of this mod originally was to supply a complete set of colors for  | ||||
| Minetest mod authors to use in their recipes.  Since the default dyes mod that  | ||||
| is supplied with Minetest "common" is now usable (via flowers, also included in  | ||||
| "common"), this mod has become more of an extension pack. | ||||
| The purpose of this mod originally was to supply a complete set of colors for Minetest mod authors to use for colorized nodes, or to reference in recipes. Since the advent of the default dyes mod in minetest_game, this mod has become more of an extension of the default mod.  Since the advent of param2 colorization, it has also become a library for general color handling. | ||||
|  | ||||
| Unified Dyes expands the standard dye set from 15 to 90 colors. | ||||
| Unified Dyes expands the standard dye set from 15 colors to 32, 89, or 256 (see below). | ||||
|  | ||||
| IMPORTANT: This mod is not intended to suggest that you should use the entire  | ||||
| palette.  Rather, I was hoping people would just choose maybe the dozen or so  | ||||
| most useful colors to use in their mods. | ||||
| Dependencies: Minetest engine version 0.4.16 or higher and a corresponding copy of minetest_game. | ||||
|  | ||||
| Dependencies: default and dye from Minetest "common". This mod will NOT work  | ||||
| without these.  This mod will NOT work without these.  The default dye mod is  | ||||
| normally activated only in the standard "build" and "minetest_game" games, or perhaps if  | ||||
| someone has a modpack or game that includes them. | ||||
| License: GPL 2.0 or higher. | ||||
|  | ||||
| Recommends: flowers from common. | ||||
| Install: Unzip the distribution file, rename the resultant folder to just "unifieddyes", move it into Minetest's mods folder, and enable it in your world configuration. | ||||
|  | ||||
| License: GPL 2.0 or above | ||||
|  | ||||
| Install: Unzip the distribution file, rename the resultant  | ||||
| VanessaE-unifieddyes-blahblah folder to just "unifieddyes", and move it into  | ||||
| Minetest's mods folder. | ||||
|  | ||||
| The Palette: | ||||
|  | ||||
| [ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/color-swatches.png ]  | ||||
| [ The official palette, showing 84 colors and 5 greys. ] | ||||
|  | ||||
| In the image above, the "50%" markings on the left next to each shade mean 50%  | ||||
| saturation for all hues in that shade line.  Note that the "light" shades don't  | ||||
| have (or need) that variant.  For the greys, the percentages shown are of  | ||||
| brightness relative to pure white.  There are three special cases: Light red  | ||||
| has been aliased to default pink dye, and dark green has been aliased to  | ||||
| default dark greey dye.  Brown dye also exists in the default set, it's just  | ||||
| not shown in the palette above. | ||||
|  | ||||
|  | ||||
| Usage instructions, technical information  | ||||
| ========================================= | ||||
|  | ||||
| Getting Started | ||||
| --------------- | ||||
|  | ||||
| First thing's first: you're going to need to harvest some materials to make the  | ||||
| dyes from.  For this, you need one or more of the following: roses (red),  | ||||
| tulips (orange), yellow dandelions (yellow), cactus (green), geraniums (blue),  | ||||
| violas (purple), coal (black), or white dandelions (white).  Simply wander  | ||||
| around your world and collect whichever of the above you need to get your  | ||||
| colors. | ||||
|  | ||||
| [ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/unifieddyes1.png ] | ||||
| [ The 8 base colors directly obtainable from a material in the world. ] | ||||
|  | ||||
| Simply place one of the above materials into the crafting grid to obtain four  | ||||
| portions of dye in that color From those initial 8 colors, you can directly  | ||||
| fashion another 11, for a total of 19 standard colors (including the various  | ||||
| greys): | ||||
|  | ||||
| [ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/unifieddyes2.png ] | ||||
| [ The complete 19-color standard set. ] | ||||
|  | ||||
| The standardized colors and their crafting methods are as follows: | ||||
|  | ||||
| * Red (0°): one rose | ||||
| * Orange (30°): one tulip, or put one red dye and one yellow dye into the | ||||
|   crafting grid to mix them (yields 2) | ||||
| * Yellow (60°): one yellow dandelion | ||||
| * Lime (90°): mix yellow + green (yields 2) | ||||
| * Green (120°): one cactus, or mix yellow + blue (yields 2) | ||||
| * Aqua (150°): mix green + cyan (yields 2) | ||||
| * Cyan (180°): mix green + blue (yields 2) | ||||
| * Sky blue (210°): mix cyan + blue (yields 2) | ||||
| * Blue (240°): one geranium | ||||
| * Violet (270°): one viola, or mix blue + magenta (yields 2). | ||||
| * Magenta (300°): mix blue + red (yields 2) | ||||
| * Red-violet (330°): mix magenta + red (yields 2) | ||||
|  | ||||
| * Black (7.5%): one piece of coal | ||||
| * Dark grey (25%): mix one white + two black (yields 3) | ||||
| * Medium grey (50%): mix one white and one black (yields 2) | ||||
| * Light grey (75%): Mix two white and one black (yields 3) | ||||
| * White (95%): one white dandelion. | ||||
|  | ||||
| The degree figures are the colors' hues on a standard HSV color wheel, and are  | ||||
| what I used in the textures supplied with this mod.  For the greys, the figures  | ||||
| in parenthesis indicate the intended brightness of the shade, relative to  | ||||
| white.  Note that black and white don't go all the way to the bottom/top of the  | ||||
| scale, as doing so may crush some details in textures made in those shades (see  | ||||
| below, regarding semi-automatic texture generation). | ||||
|  | ||||
|  | ||||
| Darker/Lighter colors | ||||
| --------------------- | ||||
|  | ||||
| To obtain a dark (33%) version of a given color, use two portions of black dye  | ||||
| along with the base color from the list above, which yields three portions of  | ||||
| the final color. | ||||
|  | ||||
| To obtain a medium-brightness (66%) version of a given color, mix one portion  | ||||
| the base color with one portion of black dye (for example, medium lime = lime +  | ||||
| black).  All such mixtures yield two portions of the final color. | ||||
|  | ||||
| To obtain a light (150% over full) version of a given color, mix one portion of  | ||||
| the base color with one portion of white dye.  Yields 2 portions of the final  | ||||
| color. | ||||
|  | ||||
|  | ||||
| Low-saturation colors | ||||
| --------------------- | ||||
|  | ||||
| To get the low saturation (50%) version of one of the base colors, mix one or  | ||||
| more of white, black, or a shade of grey with the desired base color: | ||||
|  | ||||
| Dark, low saturation: dark grey dye + color (yields 2), or two blacks + 1 white  | ||||
| + color (yields 4).  For example, dark, low-saturation red = red + dark grey,  | ||||
| or red + two black + one white. | ||||
|  | ||||
| Medium brightness, low saturation: medium grey dye + color (yields 2), or black  | ||||
| + white + color (yields 3).  For example, medium, low-saturation green = green  | ||||
| + medium grey, or green + black + white. | ||||
|  | ||||
| Full, low saturation: light grey dye + color (yields 2), or 1 black + 2 whites  | ||||
| + color (yields 4).  For example, bright, low-saturation blue = blue + light  | ||||
| grey, or blue + black + 2 white. | ||||
|  | ||||
| There is no low-saturation version of the "light" colors. | ||||
|  | ||||
| Red + white always returns default pink dye, and black + green always returns  | ||||
| default dark green dye. | ||||
|  | ||||
|  | ||||
| RGB values | ||||
| ---------- | ||||
|  | ||||
| All RGB values and filenames for all colors and shades of grey are represented  | ||||
| in the file "colors.txt" (which was generated with the bash script  | ||||
| "listcolors.sh"), included in the distribution directory.  Note that  | ||||
| listcolors.sh is an example only and was written for a different set of  | ||||
| textures than what Unified Dyes includes now. | ||||
|  | ||||
|  | ||||
| Misc. Notes | ||||
| ----------- | ||||
|  | ||||
| If you need to use /give commands, the item names for the standard set of 12  | ||||
| regular "full" colors (plus pink, brown, and dark green) is simply "dye:color",  | ||||
| e.g. "dye:red", "dye:pink", or "dye:skyblue".  Greys have a similar naming  | ||||
| convention: dye:white, dye:light_grey, dye:grey, dye:dark_grey, or dye:black. | ||||
|  | ||||
| For everything beyond those initial 19 colors, the item names are of the  | ||||
| following format: | ||||
|  | ||||
| unifieddyes:{"light_" or "medium_" or "dark_"}{color}{nothing or "_s50"}. | ||||
|  | ||||
| For example, low saturation dark yellow is "unifieddyes:dark_yellow_s50", while  | ||||
| light normal-saturation red-violet would be "unifieddyes:light_redviolet". | ||||
|  | ||||
| See the texture filenames in the textures/ folder for further hints - all of  | ||||
| the item names follow the same format as the corresponding filenames, save for  | ||||
| having a colon (:) instead of the first underscore (_). | ||||
|  | ||||
|  | ||||
| Semi-automatic generation of textures  | ||||
| ===================================== | ||||
|  | ||||
| The texture generator script | ||||
| ---------------------------- | ||||
|  | ||||
| Obviously, in order for this mod or the above template to be useful, you'll  | ||||
| need textures.  If you plan to support the entire range of colors offered by  | ||||
| Unified Dyes, there is a BASH script included with this mod as well with the  | ||||
| above template named gentextures.sh, which will, with an appropriately- colored  | ||||
| and appropriately-named source texture, and possibly an overlay texture,  | ||||
| generate a complete set of colored and greyscale textures. | ||||
|  | ||||
| The script requires bc (the calculator program) to handle some basic math  | ||||
| regarding the hue adjustments, and Imagemagick's "convert" program handles all  | ||||
| of the actual conversions. | ||||
|  | ||||
| First thing's first though - you need source textures.  Using your favorite  | ||||
| image editor, create a single version of your desired texture.  Draw it in the  | ||||
| brightest, deepest shade of RED you can muster without losing any detail, and  | ||||
| save it out.  Ideally, you will want the average color of the texture, when  | ||||
| taking into account all bright and dark areas, to be as close as possible to  | ||||
| the hex value #FF0000 (0 degrees, 100% saturation, pure red) without losing any  | ||||
| appreciable #detail. | ||||
|  | ||||
| Save this source texture out as a PNG image, with a filename of  | ||||
| "whatever_base.png", where "whatever" is the one-word name of your mod - for  | ||||
| example, mymod_base.png. | ||||
|  | ||||
| If you want to add an image on top of the colored blocks, such as a frame,  | ||||
| which you want to be the same color throughout all of the textures, create it  | ||||
| now.  It should consist only of those parts of the textures that you want to  | ||||
| leave unchanged, with some level of alpha transparency everywhere else,  | ||||
| depending on how much of the image needs to remain unchanged.  Save it out as a  | ||||
| PNG image, using any filename you want, for example myoverlay.png. | ||||
|  | ||||
| Now, use chmod to make the script executable, if necessary, and run it. | ||||
|  | ||||
| If you don't need the overlay, you just need to supply one command line  | ||||
| argument: the base name of your mod.  The script will use that parameter as the  | ||||
| basis of its texture filenames. For example: | ||||
|  | ||||
| ./gentextures.sh mymod | ||||
|  | ||||
| The script will then look for mymod_base.png and copy and convert it into  | ||||
| things like mymod_red.png, mymod_dark_blue.png, and so on. | ||||
|  | ||||
| If you want to use an overlay also, skip the above step and run the script with  | ||||
| the base name as the first parameter, and the complete filename of your overlay  | ||||
| as the second instead.  For example: | ||||
|  | ||||
| ./gentextures.sh mymod myoverlay.png | ||||
|  | ||||
| Otherwise, the program will iterate through all of the hues and shades that are  | ||||
| supported by unifieddyes (though this is done manually, not by reading anything  | ||||
| from the mod), compositing your overlay image in after the recolor step, if  | ||||
| you're using that option. | ||||
|  | ||||
| All of the output files will be placed in a new folder, generated-textures/ in  | ||||
| the current directory.  Note that the script looks for the above files in the  | ||||
| current directory also. | ||||
|  | ||||
| The script has a third mode as well: | ||||
|  | ||||
| ./gentextures.sh -t mymod myoverlay.png | ||||
|  | ||||
| In this mode, the script will leave the base texture mymod_base.png unchanged,  | ||||
| and instead will rotate the colors of the overlay image and then composite that  | ||||
| onto the base texture.  The same color changes will happen with the overlay in  | ||||
| this mode, so it's a good idea to make the overlay some fairly saturated shade  | ||||
| of red.  Along with that, the base image should be some neutral color; any  | ||||
| color is fine as long as the result is what you wanted. | ||||
|  | ||||
| The program attempts to verify that the files you've asked it to use will  | ||||
| actually work, and will exit immediately if the any are invalid, missing, etc. | ||||
|  | ||||
| Use your favorite image browser or file manager to review the results in  | ||||
| generated-textures/, and if they're right, copy them over to the textures/  | ||||
| folder in your mod. | ||||
|  | ||||
| Note that this script does not generate brown and pink variations of your base  | ||||
| texture - you'll have to do those two manually. | ||||
| Usage: for detailed usage information, please see [the Unified Dyes Thread](https://forum.minetest.net/viewtopic.php?f=11&t=2178&p=28399) on the Minetest forum. | ||||
|   | ||||
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