summaryrefslogtreecommitdiff
path: root/README
diff options
context:
space:
mode:
authorVanessa Ezekowitz <vanessaezekowitz@gmail.com>2012-07-15 13:43:41 -0400
committerVanessa Ezekowitz <vanessaezekowitz@gmail.com>2012-07-15 13:43:41 -0400
commitf19c11e92f6ea708b73cbbccc193299148d5216d (patch)
tree023822da8ceb5f8d8dcedf62ac63d284a89ca6d2 /README
parentced9969e2b6f43b33c82a1de29a32c0e90689c37 (diff)
downloadunifieddyes-f19c11e92f6ea708b73cbbccc193299148d5216d.tar
unifieddyes-f19c11e92f6ea708b73cbbccc193299148d5216d.tar.gz
unifieddyes-f19c11e92f6ea708b73cbbccc193299148d5216d.tar.bz2
unifieddyes-f19c11e92f6ea708b73cbbccc193299148d5216d.tar.xz
unifieddyes-f19c11e92f6ea708b73cbbccc193299148d5216d.zip
Rewrote the bottom part of the README concerning the modding template. Removed
files related to it, since they're exclusively part of the modding template distribution now.
Diffstat (limited to 'README')
-rw-r--r--README111
1 files changed, 61 insertions, 50 deletions
diff --git a/README b/README
index 6472ede..c4b0073 100644
--- a/README
+++ b/README
@@ -120,56 +120,8 @@ the item names follow the same format as the filenames, save for having a colon
(:) instead of the first underscore (_).
-Semi-automatic generation of new textures
-=========================================
-
-Obviously, in order for this mod to be useful, you'll need textures to use with
-your crafting recipes. If you plan to support the entire range of colors
-supplied by this mod, there is a BASH script included in the distribution
-directory, named gentextures.sh, which will, with an appropriately- colored and
-appropriately-named source texture, generate a complete set of colored and
-greyscale textures based on that first one.
-
-This 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.
-
-To make this script for your mod, open it in your favorite editor and change
-the TEXTURE variable near the top of the file to whatever your particular mod
-will use as the basis of its texture filenames. For example, the default is
-cotton, so the files created by the script will be named cotton_xxxxxx.png for
-each of the supported colors.
-
-Then, 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.
-
-Copy the gentextures.sh script to the same directory where you placed the base
-texture, chmod 755 gentextures.sh if necessary, and run it using the usual
-dot-slash notation: ./gentextures.sh
-
-The program will exit immediately if it can't find the base texture it needs
-(i.e. if you didn't supply it, or if you named it wrong, or if it isn't it in
-the same directory as the script).
-
-Otherwise, the program will create a new folder named generated-textures/ and
-then 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). All of the output files will be placed in that folder.
-
-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.
-
-
-Example Code
-============
+Semi-automatic generation of nodes, crafting recipes, and textures
+==================================================================
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
@@ -191,3 +143,62 @@ fetch it separately from here:
Download Template: https://github.com/VanessaE/modtemplate/zipball/master
...or browse the code: https://github.com/VanessaE/modtemplate
+
+Semi-automatic generation of new textures
+=========================================
+
+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.