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								mods/unifieddyes/README
									
									
									
									
									
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VanessaE's Unified Dyes
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=======================
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The purpose of this mod originally was to supply a complete set of colors for 
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Minetest mod authors to use in their recipes.  Since the default dyes mod that 
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is supplied with Minetest "common" is now usable (via flowers, also included in 
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"common"), this mod has become more of an extension pack.
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Unified Dyes expands the standard dye set from 15 to 90 colors.
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IMPORTANT: This mod is not intended to suggest that you should use the entire 
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palette.  Rather, I was hoping people would just choose maybe the dozen or so 
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most useful colors to use in their mods.
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Dependencies: default and dye from Minetest "common". This mod will NOT work 
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without these.  This mod will NOT work without these.  The default dye mod is 
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normally activated only in the standard "build" and "minetest_game" games, or perhaps if 
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someone has a modpack or game that includes them.
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Recommends: flowers from common.
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License: GPL 2.0 or higher for the code, CC-by-SA 3.0 for the textures.
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Install: Unzip the distribution file, rename the resultant 
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VanessaE-unifieddyes-blahblah folder to just "unifieddyes", and move it into 
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Minetest's mods folder.
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The Palette:
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[ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/color-swatches.png ] 
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[ The official palette, showing 84 colors and 5 greys. ]
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In the image above, the "50%" markings on the left next to each shade mean 50% 
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saturation for all hues in that shade line.  Note that the "light" shades don't 
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have (or need) that variant.  For the greys, the percentages shown are of 
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brightness relative to pure white.  There are three special cases: Light red 
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has been aliased to default pink dye, and dark green has been aliased to 
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default dark greey dye.  Brown dye also exists in the default set, it's just 
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not shown in the palette above.
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Usage instructions, technical information 
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=========================================
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Getting Started
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---------------
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First thing's first: you're going to need to harvest some materials to make the 
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dyes from.  For this, you need one or more of the following: roses (red), 
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tulips (orange), yellow dandelions (yellow), cactus (green), geraniums (blue), 
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violas (purple), coal (black), or white dandelions (white).  Simply wander 
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around your world and collect whichever of the above you need to get your 
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colors.
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[ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/unifieddyes1.png ]
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[ The 8 base colors directly obtainable from a material in the world. ]
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Simply place one of the above materials into the crafting grid to obtain four 
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portions of dye in that color From those initial 8 colors, you can directly 
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fashion another 11, for a total of 19 standard colors (including the various 
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greys):
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[ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/unifieddyes2.png ]
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[ The complete 19-color standard set. ]
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The standardized colors and their crafting methods are as follows:
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* Red (0°): one rose
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* Orange (30°): one tulip, or put one red dye and one yellow dye into the
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  crafting grid to mix them (yields 2)
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* Yellow (60°): one yellow dandelion
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* Lime (90°): mix yellow + green (yields 2)
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* Green (120°): one cactus, or mix yellow + blue (yields 2)
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* Aqua (150°): mix green + cyan (yields 2)
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* Cyan (180°): mix green + blue (yields 2)
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* Sky blue (210°): mix cyan + blue (yields 2)
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* Blue (240°): one geranium
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* Violet (270°): one viola, or mix blue + magenta (yields 2).
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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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* Black (7.5%): one piece of coal
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* Dark grey (25%): mix one white + two black (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 (95%): one white dandelion.
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The degree figures are the colors' hues on a standard HSV color wheel, and are 
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what I used in the textures supplied with this mod.  For the greys, the figures 
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in parenthesis indicate the intended brightness of the shade, relative to 
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white.  Note that black and white don't go all the way to the bottom/top of the 
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scale, as doing so may crush some details in textures made in those shades (see 
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below, regarding semi-automatic texture generation).
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Darker/Lighter colors
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---------------------
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To obtain a dark (33%) version of a given color, use two portions of black dye 
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along with the base color from the list above, which yields three portions of 
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the final color.
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To obtain a medium-brightness (66%) version of a given color, mix one portion 
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the base color with one portion of black dye (for example, medium lime = lime + 
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black).  All such mixtures yield two portions of the final color.
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To obtain a light (150% over full) version of a given color, mix one portion of 
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the base color with one portion of white dye.  Yields 2 portions of the final 
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color.
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Low-saturation colors
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---------------------
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To get the low saturation (50%) version of one of the base colors, mix one or 
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more of white, black, or a shade of grey with the desired base color:
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Dark, low saturation: dark grey dye + color (yields 2), or two blacks + 1 white 
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+ color (yields 4).  For example, dark, low-saturation red = red + dark grey, 
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or red + two black + one white.
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Medium brightness, low saturation: medium grey dye + color (yields 2), or black 
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+ white + color (yields 3).  For example, medium, low-saturation green = green 
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+ medium grey, or green + black + white.
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Full, low saturation: light grey dye + 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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There is no low-saturation version of the "light" colors.
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Red + white always returns default pink dye, and black + green always returns 
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default dark green dye.
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RGB values
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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 was generated with the bash script 
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"listcolors.sh"), included in the distribution directory.  Note that 
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listcolors.sh is an example only and was written for a different set of 
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textures than what Unified Dyes includes now.
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Misc. Notes
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-----------
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If you need to use /give commands, the item names for the standard set of 12 
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regular "full" colors (plus pink, brown, and dark green) is simply "dye:color", 
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e.g. "dye:red", "dye:pink", or "dye:skyblue".  Greys have a similar naming 
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convention: dye:white, dye:light_grey, dye:grey, dye:dark_grey, or dye:black.
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For everything beyond those initial 19 colors, the item names are of the 
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following format:
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unifieddyes:{"light_" or "medium_" or "dark_"}{color}{nothing or "_s50"}.
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For example, low saturation dark yellow is "unifieddyes:dark_yellow_s50", while 
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light normal-saturation red-violet would be "unifieddyes:light_redviolet".
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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 corresponding filenames, save for 
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having a colon (:) instead of the first underscore (_).
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Semi-automatic generation of textures 
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=====================================
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The texture generator script
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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 this mod as well with the 
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above template named gentextures.sh, which will, with an appropriately- colored 
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and appropriately-named source texture, and possibly an overlay texture, 
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generate a complete set of colored and greyscale textures.
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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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First thing's first though - you need source textures.  Using your favorite 
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image 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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Save this source texture out as a PNG image, with a filename of 
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"whatever_base.png", where "whatever" is the one-word name of your mod - for 
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example, mymod_base.png.
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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 some level of alpha transparency everywhere else, 
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depending on how much of the image needs to remain unchanged.  Save it out as a 
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PNG image, using any filename you want, for example myoverlay.png.
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Now, use chmod to make the script executable, if necessary, and run it.
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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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./gentextures.sh mymod
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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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If you want to use an overlay also, skip the above step and run the script with 
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the base name as the first parameter, and the complete filename of your overlay 
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as the second instead.  For example:
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./gentextures.sh mymod myoverlay.png
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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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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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The script has a third mode as well:
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./gentextures.sh -t mymod myoverlay.png
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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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The program attempts to verify that the files you've asked it to use will 
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actually work, and will exit immediately if the any are invalid, missing, etc.
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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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Note that this script does not generate brown and pink variations of your base 
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texture - you'll have to do those two manually.
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