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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 /modtemplate.lua~
parentced9969e2b6f43b33c82a1de29a32c0e90689c37 (diff)
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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 'modtemplate.lua~')
-rw-r--r--modtemplate.lua~235
1 files changed, 0 insertions, 235 deletions
diff --git a/modtemplate.lua~ b/modtemplate.lua~
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+++ /dev/null
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--- Generic colored-objects template by Vanessa Ezekowitz ~~ 2012-07-13
-
--- License: WTFPL
-
--- Before using this code, consult the README, particularly the "Semi-
--- automatic generation of textures" section at the end, which descibes the
--- use of the gentextures.sh BASH script included in this package. You"ll
--- need to either follow those instructions or create your textures the usual,
--- manual way. Without textures, this code won"t be very useful. :-)
-
--- When configured properly, this code creates node names that follow the
--- naming convention established in Unified Dyes, such as "mymod:red" or
--- "mymod:dark_yellow_s50".
-
-
--- ===========================================================================
--- Edit the next several variables to define what mod this template will
--- generate and how it should behave in general.
--- ===========================================================================
-
--- First, the standard machine-readable name of your mod
-
-colored_block_modname = "mymod"
-
--- Human-readable description of the category of nodes you want to generate
-
-colored_block_description = "My Colored Block"
-
--- The full node name of the neutral version of your main block as it
--- exists right after crafting or mining it, before any dyes have been
--- applied. Typically, this should refer to the white version of your
--- mod's main block, but it can be anything as long as it makes sense.
-
-neutral_block = colored_block_modname .. ":white"
-
--- This variable defines just how many of a given block a crafting operation
--- should give. In most cases, the default (1) is correct.
-
-colored_block_yield = "1"
-
--- If this object should let sunlight pass through it, set this to "true".
--- Otherwise, set it to "false" (the default).
-
-colored_block_sunlight = "false"
-
--- If the node should be something you can stand on, set this to "true"
--- (the default). Otherwise, set it to false.
-
-colored_block_walkable = "true"
-
--- What groups should the generated nodes belong to?
-
-colored_block_groups = "{ snappy = 3, flammable = 2 }"
-
--- What sound should be played when the node is digged?
-
-colored_block_groups = "default.node_sound_leaves_defaults()"
-
-
--- ======================================================
--- You shouldn"t need to edit anything below this point.
--- ======================================================
-
-
--- ------------------------------------------------------------------
--- Generate all of the base color node definitions and all variations
--- except for the greyscale stuff.
-
--- Hues are on a 30 degree spacing starting at red = 0 degrees.
--- "s50" in a file/item name means "saturation: 50%".
--- Texture brightness levels for the colors are 100%, 66% ("medium"),
--- and 33% ("dark").
-
-shades = {
- "dark",
- "medium",
- "" -- represents "no special shade name", e.g. bright.
-}
-
-shades2 = {
- "Dark ",
- "Medium ",
- "" -- represents "no special shade name", e.g. bright.
-}
-
-hues = {
- "red",
- "orange",
- "yellow",
- "lime",
- "green",
- "aqua",
- "cyan",
- "skyblue",
- "blue",
- "violet",
- "magenta",
- "redviolet"
-}
-
-hues2 = {
- "Red ",
- "Orange ",
- "Yellow ",
- "Lime ",
- "Green ",
- "Aqua ",
- "Cyan ",
- "Sky Blue ",
- "Blue ",
- "Violet ",
- "Magenta ",
- "Red-violet "
-}
-
-greys = {
- "black",
- "darkgrey",
- "mediumgrey",
- "lightgrey",
- "white"
-}
-
-greys2 = {
- "Black ",
- "Dark Grey ",
- "Medium Grey ",
- "Light Grey ",
- "White "
-}
-
-greys3 = {
- "black",
- "darkgrey_paint",
- "mediumgrey_paint",
- "lightgrey_paint",
- "white_paint"
-}
-
-for shade = 1, 3 do
-
- shadename = shades[shade]
- shadename2 = shades2[shade]
-
- for hue = 1, 12 do
-
- huename = hues[hue]
- huename2 = hues2[hue]
-
- minetest.register_node(colored_block_modname .. ":" .. shadename .. "_" .. huename, {
- description = shadename2 .. huename2 .. colored_block_description,
- tiles = { colored_block_modname .. "_" .. shadename .. "_" .. huename .. ".png" },
- inventory_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. ".png",
- wield_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. ".png",
- sunlight_propagates = colored_block_sunlight,
- paramtype = "light",
- walkable = colored_block_walkable,
- groups = colored_block_groups,
- sounds = colored_block_groups
- })
-
- minetest.register_node(colored_block_modname .. ":" .. shadename .. "_" .. huename .. "_s50", {
- description = shadename2 .. huename2 .. colored_block_description .. " (50% Saturation)",
- tiles = { colored_block_modname .. "_" .. shadename .. "_" .. huename .. "_s50.png" },
- inventory_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. "_s50.png",
- wield_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. "_s50.png",
- sunlight_propagates = colored_block_sunlight,
- paramtype = "light",
- walkable = colored_block_walkable,
- groups = colored_block_groups,
- sounds = colored_block_groups
- })
-
- minetest.register_craft( {
- type = "shapeless",
- output = colored_block_modname .. ":" .. shadename .. "_" .. huename .. " " .. colored_block_yield,
- recipe = {
- neutral_block,
- "unifieddyes:" .. shadename .. "_" .. huename
- }
- })
-
- minetest.register_craft( {
- type = "shapeless",
- output = colored_block_modname .. ":" .. shadename .. "_" .. huename "_s50 " .. colored_block_yield,
- recipe = {
- neutral_block,
- "unifieddyes:" .. shadename .. "_" .. huename .. "_s50"
- }
- })
-
- end
-end
-
-
--- ============================================================
--- The 5 levels of greyscale.
---
--- Oficially these are 0, 25, 50, 75, and 100% relative to white,
--- but in practice, they're actually 7.5%, 25%, 50%, 75%, and 95%.
--- (otherwise black and white would wash out).
-
-for grey = 1,5 do
-
- greyname = greys[grey]
- greyname2 = greys2[grey]
- greyname3 = greys3[grey]
-
- minetest.register_node(colored_block_modname .. ":" .. greyname, {
- description = greyname2 .. colored_block_description,
- tiles = { colored_block_modname .. "_" .. greyname .. ".png" },
- inventory_image = colored_block_modname .. "_" .. greyname .. ".png",
- wield_image = colored_block_modname .. "_" .. greyname .. ".png",
- sunlight_propagates = colored_block_sunlight,
- paramtype = "light",
- walkable = colored_block_walkable,
- groups = colored_block_groups,
- sounds = colored_block_groups
- })
-
- minetest.register_craft( {
- type = "shapeless",
- output = colored_block_modname .. ":" .. greyname .. " " .. colored_block_yield,
- recipe = {
- neutral_block,
- "unifieddyes:" .. greyname3
- }
- })
-
-end
-
-
-print("[" .. colored_block_modname .. "] Loaded!")
-
-