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authorVanessa Ezekowitz <vanessaezekowitz@gmail.com>2012-07-16 22:45:41 -0400
committerVanessa Ezekowitz <vanessaezekowitz@gmail.com>2012-07-16 22:45:41 -0400
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-VanessaE's Unified Dyes
-=======================
-
-This is a pretty extensive dyes mod, which has the sole purpose of supplying a
-complete set of colors and a few greys, all of which are intended to be used by
-other mods as needed to make colored objects. It uses Ironzorg's Flowers mod
-as the source of the actual pigments. Flowers can be had from one of the links
-below, or as part of neko259's Nature Pack.
-
-In total, this mod provides 77 colors and greys.
-
-Dependencies: flowers
-
-Recommends: buckets, junglegrass
-
-License: For the buckets of paint, cc-by-sa 3.0. For everything else, WTFPL.
-
-
-Usage instructions, technical information
-=========================================
-
-Colors
-
-Creating a particular color of dye is pretty simple - just harvest coal,
-cactus, or the appropriate flowers and start smelting them and crafting the
-results together to get the various colors. There are 12 base colors, which
-are formed as follows (the degree figure is that color's hue on a standard HSV
-color wheel, and is what is used in the textures supplied with this mod):
-
-Red (0°): smelt one rose (yields 2 portions of red dye)
-Orange (30°): smelt one tulip (yields 2) or mix red+yellow (yields 2)
-Yellow (60°): smelt one yellow dandelion (yields 2)
-Lime (90°): mix yellow + green (yields 2)
-Green (120°): smelt one cactus or one waterlily (yields 2), or mix
- yellow + blue (yields 2)
-Aqua (150°): mix green + cyan (yields 2)
-Cyan (180°): green + blue (yields 2)
-Sky blue (210°): mix cyan + blue (yields 2)
-Blue (240°): Smelt one viola (yields 2)
-Violet (270°): mix blue + magenta (yields 2) or mix
- 2 blues + 1 red (yields 3)
-Magenta (300°): Mix blue + red (yields 2)
-Red-violet (330°): mix magenta + red (yields 2)
-
-
-Greys
------
-
-There are also three shades of grey plus pure black and pure white (figures in
-parenthesis indicate the intended brightness of the shade, relative to white):
-
-Black (0%): smelt one piece of coal (yields 2)
-Dark grey (25%): mix one portion of white paint with two portions of black
- dye (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 (100%): See below.
-
-
-White Paint
------------
-
-To get the white paint mentioned above, first smelt some cobble into smooth
-stone as usual. Then, smelt one smooth stone block to get 10 portions of
-Titanium Dioxide. Finally, craft one portion of that with a bucket of water
-and one piece of jungle grass. Yields one bucket of white paint.
-
-
-Darker colors
--------------
-
-To obtain a medium-brightness (66%) version of a given color, mix the desired
-base color from the list above 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 dark (33%) version of a given color, use two portions of black dye
-along with the base color, which yields three 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 paint + color (yields 2), or two blacks + 1
-white + color (yields 4). For example, dark, low-saturation red = red + dark
-grey paint, or red + two black + one white.
-
-Medium brightness, low saturation: medium grey paint + color (yields 2), or
-black + white + color (yields 3). For example, medium, low-saturation green =
-green + medium grey, or green + black + white.
-
-Bright, low saturation: light grey + 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.
-
-
-RGB values
-----------
-
-All RGB values and filenames for all colors and shades of grey are represented
-in the file "colors.txt" (which is generated with the bash script
-"listcolors.sh"), included in the distribution directory.
-
-
-Misc. Notes
------------
-
-If you need to use /give commands, the node names are of the following format:
-
-unifieddyes:{nothing or "medium_" or "dark_"}{color}{nothing or "_s50"}.
-
-For example, low saturation dark yellow would be "unifieddyes:dark_yellow_s50",
-while bright, full-saturation red would simply be "unifieddyes:red".
-
-See the texture filenames in the textures/ folder for further hints - all of
-the item names follow the same format as the filenames, save for having a colon
-(:) instead of the first underscore (_).
-
-
-Semi-automatic generation of nodes, crafting recipes, and textures
-==================================================================
-
-The modding template
---------------------
-
-Along with this mod, you should also download my modding template, which is
-quite easy to transform into whatever mod you want to create that needs
-unifieddyes.
-
-It's just a skeleton, but all you should need to do to get started is to rename
-the folder to whatever your mod will be named, tweak a few variables near the
-start of the template's init.lua, and follow the above instructions regarding
-the creation of your textures.
-
-If you do it right, you should end up with a very basic mod giving you craft
-and /give access to your various items. After that part is confirmed working,
-just add whatever code you need to the end of the init.lua to define additional
-functions, items, crafts, and smelting recipes, etc., as needed by your mod,
-and start coding and testing like usual.
-
-This template is not supplied as part of the unifieddyes mod, rather you need
-fetch it separately from here:
-
-Download Template: https://github.com/VanessaE/modtemplate/zipball/master
-...or browse the code: https://github.com/VanessaE/modtemplate
-
-
-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 that 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 with a filename of red_base_whatever.png, where
-"whatever" is the same name you used in the TEXTURE variable above. The
-default cotton setting, thus, would need a filename of red_base_cotton.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 transparency everywhere else. Save it out using any
-filename you want.
-
-Now, run the script (make it executable first, if necessary).
-
-If you didn'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
-
-If you want to use an overlay also, run the script with the base name as the
-first parameter, and the complete filename of your overlay as the second. For
-example:
-
-./gentextures.sh mymod myoverlay.png
-
-The program will exit immediately if the image(s) you've supplied are invalid,
-missing, etc.
-
-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/
-
-Use your favorite image browser or file manager to review the results, and if
-they're right, copy them over to the textures/ folder in your mod.
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