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			232 lines
		
	
	
		
			9.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			232 lines
		
	
	
		
			9.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| VanessaE's Unified Dyes
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| =======================
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| 
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| This is a pretty extensive dyes mod, which has the sole purpose of supplying a 
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| complete set of colors and a few greys, all of which are intended to be used by 
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| other mods as needed to make colored objects.  It uses Ironzorg's Flowers mod 
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| as the source of the actual pigments.  Flowers can be had from one of the links 
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| below, or as part of neko259's Nature Pack.
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| 
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| In total, this mod provides 89 colors and greys.
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| 
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| Dependencies: flowers
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| 
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| Recommends: buckets, junglegrass
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| 
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| License:  For the buckets of paint, cc-by-sa 3.0.  For everything else, WTFPL.
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| 
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| 
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| Usage instructions, technical information
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| =========================================
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| 
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| Colors
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| 
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| Creating a particular color of dye is pretty simple - just harvest coal, 
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| cactus, or the appropriate flowers and start smelting them and crafting the 
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| results together to get the various colors.  There are 12 base colors, which 
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| are formed as follows (the degree figure is that color's hue on a standard HSV 
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| color wheel, and is what is used in the textures supplied with this mod):
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| 
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| Red (0°):  smelt one rose (yields 2 portions of red dye)
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| Orange (30°):  smelt one tulip (yields 2) or mix red+yellow (yields 2)
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| Yellow (60°):  smelt one yellow dandelion (yields 2)
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| Lime (90°):  mix yellow + green (yields 2)
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| Green (120°): smelt one cactus or one waterlily (yields 2), or mix 
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|               yellow + blue (yields 2)
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| Aqua (150°):  mix green + cyan (yields 2)
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| Cyan (180°):  green + blue (yields 2)
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| Sky blue (210°):  mix cyan + blue (yields 2)
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| Blue (240°): Smelt one viola (yields 2)
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| Violet (270°):  mix blue + magenta (yields 2) or mix 
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|                 2 blues + 1 red (yields 3)
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| Magenta (300°):  Mix blue + red (yields 2)
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| Red-violet (330°):  mix magenta + red (yields 2)
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| 
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| 
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| Greys
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| -----
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| 
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| There are also three shades of grey plus pure black and pure white (figures in 
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| parenthesis indicate the intended brightness of the shade, relative to white):
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| 
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| Black (0%):  smelt one piece of coal (yields 2)
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| Dark grey (25%):  mix one portion of white paint with two portions of black
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|                   dye (yields 3)
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| Medium grey (50%):  mix one white and one black (yields 2)
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| Light grey (75%):  Mix two white and one black (yields 3)
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| White (100%):  See below.
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| 
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| 
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| White Paint
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| -----------
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| 
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| To get the white paint mentioned above, first smelt some cobble into smooth 
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| stone as usual.  Then, smelt one smooth stone block to get 10 portions of 
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| Titanium Dioxide.  Finally, craft one portion of that with a bucket of water 
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| and one piece of jungle grass.  Yields one bucket of white paint.
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| 
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| 
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| Darker/lighter shades
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| ---------------------
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| 
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| To obtain a dark (33% relative to the 'full' version) version of a given color,
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| use two portions of black dye along with the base color, which yields three
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| portions of the final color.
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| 
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| To obtain a medium-brightness (66%) version of a given color, mix the desired 
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| base color from the list above with one portion of black dye (for example, 
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| medium lime = lime + black).  All such mixtures yield two portions of the final 
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| color.
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| 
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| To obtain the light (150%) version of a color, mix one portion of the
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| desired base color with one portion of white paint, which yields two portions of
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| the final color.
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| 
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| 
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| Low-saturation colors
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| ---------------------
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| 
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| Except for the "light" colors and the greys, all colors are available in a
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| reduced-saturation version  To get the low saturation (50%) version of one of
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| the base colors, mix one or more of white, black, or a shade of grey with the
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| desired base color:
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| 
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| Dark, low saturation: dark grey paint + color (yields 2), or two blacks + 1 
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| white + color (yields 4).  For example, dark, low-saturation red = red + dark 
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| grey paint, or red + two black + one white.
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| 
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| Medium brightness, low saturation: medium grey paint + color (yields 2), or 
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| black + white + color (yields 3).  For example, medium, low-saturation green = 
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| green + medium grey, or green + black + white.
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| 
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| Bright, low saturation: light grey + color (yields 2), or 1 black + 2 whites + 
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| color (yields 4).  For example, bright, low-saturation blue = blue + light 
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| grey, or blue + black + 2 white.
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| 
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| 
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| RGB values
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| ----------
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| 
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| All RGB values and filenames for all colors and shades of grey are represented 
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| in the file "colors.txt" (which is generated with the bash script 
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| "listcolors.sh"), included in the distribution directory.
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| 
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| 
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| Misc. Notes
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| -----------
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| 
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| If you need to use /give commands, the node names are of the following format:
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| 
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| unifieddyes:{nothing or "medium_" or "dark_"}{color}{nothing or "_s50"}.
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| 
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| For example, low saturation dark yellow would be "unifieddyes:dark_yellow_s50", 
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| while bright, full-saturation red would simply be "unifieddyes:red".
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| 
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| See the texture filenames in the textures/ folder for further hints - all of 
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| the item names follow the same format as the filenames, save for having a colon 
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| (:) instead of the first underscore (_).
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| 
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| 
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| Semi-automatic generation of nodes, crafting recipes, and textures
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| ==================================================================
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| 
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| The modding template
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| --------------------
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| 
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| Along with this mod, you should also download my modding template, which is 
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| quite easy to transform into whatever mod you want to create that needs 
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| unifieddyes.
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| 
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| It's just a skeleton, but all you should need to do to get started is to rename 
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| the folder to whatever your mod will be named, tweak a few variables near the 
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| start of the template's init.lua, and follow the above instructions regarding 
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| the creation of your textures.
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| 
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| If you do it right, you should end up with a very basic mod giving you craft 
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| and /give access to your various items.  After that part is confirmed working, 
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| just add whatever code you need to the end of the init.lua to define additional 
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| functions, items, crafts, and smelting recipes, etc., as needed by your mod, 
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| and start coding and testing like usual.
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| 
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| This template is not supplied as part of the unifieddyes mod, rather you need
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| fetch it separately from here:
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| 
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| Download Template:  https://github.com/VanessaE/modtemplate/zipball/master
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| ...or browse the code:  https://github.com/VanessaE/modtemplate
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| 
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| 
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| The texture generator script
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| ----------------------------
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| 
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| Obviously, in order for this mod or the above template to be useful, you'll 
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| need textures.  If you plan to support the entire range of colors offered by 
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| Unified Dyes, there is a BASH script included with that template named 
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| gentextures.sh, which will, with an appropriately- colored and 
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| appropriately-named source texture, and possibly an overlay texture, generate a 
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| complete set of colored and greyscale textures.
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| 
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| The script requires bc (the calculator program) to handle some basic math 
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| regarding the hue adjustments, and Imagemagick's "convert" program handles all 
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| of the actual conversions.
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| 
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| First thing's first though - you need source textures.  Using your favorite image 
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| editor, create a single version of your desired texture.  Draw it in the 
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| brightest, deepest shade of RED you can muster without losing any detail, and 
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| save it out.  Ideally, you will want the average color of the texture, when 
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| taking into account all bright and dark areas, to be as close as possible to 
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| the hex value #FF0000 (0 degrees, 100% saturation, pure red) without losing any 
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| appreciable #detail.
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| 
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| Save this source texture out with a filename of whatever_base.png, where 
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| "whatever" is the one-word name of your mod - for example, mymod_base.png.
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| 
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| If you want to add an image on top of the colored blocks, such as a frame, 
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| which you want to be the same color throughout all of the textures, create it 
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| now.  It should consist only of those parts of the textures that you want to 
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| leave unchanged, with transparency everywhere else.  Save it out using any 
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| filename you want.
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| 
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| Now, run the script (make it executable first, if necessary).
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| 
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| If you don't need the overlay, you just need to supply one command line 
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| argument: the base name of your mod.  The script will use that parameter as the 
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| basis of its texture filenames. For example:
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| 
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| ./gentextures.sh mymod
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| 
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| The script will then look for mymod_base.png and copy and convert it into 
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| things like mymod_red.png, mymod_dark_blue.png, and so on.
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| 
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| If you want to use an overlay also, run the script with the base name as the 
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| first parameter, and the complete filename of your overlay as the second.  For 
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| example:
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| 
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| ./gentextures.sh mymod myoverlay.png
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| 
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| The program will exit immediately if the image(s) you've supplied are invalid, 
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| missing, etc.
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| 
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| Otherwise, the program will iterate through all of the hues and shades that are 
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| supported by unifieddyes (though this is done manually, not by reading anything 
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| from the mod), compositing your overlay image in after the recolor step, if 
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| you're using that option.
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| 
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| All of the output files will be placed in a new folder, generated-textures/ in 
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| the current directory.  Note that the script looks for the above files in the 
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| current directory also.
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| 
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| The script has a third mode as well:
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| 
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| ./gentextures.sh -t mymod myoverlay.png
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| 
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| In this mode, the script will leave the base texture mymod_base.png unchanged, 
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| and instead will rotate the colors of the overlay image and then composite that 
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| onto the base texture.  The same color changes will happen with the overlay in 
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| this mode, so it's a good idea to make the overlay some fairly saturated shade 
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| of red.  Along with that, the base image should be some neutral color; any 
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| color is fine as long as the result is what you wanted.
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| 
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| Use your favorite image browser or file manager to review the results in 
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| generated-textures/, and if they're right, copy them over to the textures/ 
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| folder in your mod.
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