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+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.
+
+Unified Dyes expands the standard dye set from 15 to 90 colors.
+
+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: 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.
+
+Recommends: flowers from common.
+
+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.