summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--README3
-rw-r--r--README~208
2 files changed, 209 insertions, 2 deletions
diff --git a/README b/README
index 37c3245..a16eafb 100644
--- a/README
+++ b/README
@@ -171,8 +171,7 @@ 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.
+"whatever" is the one-word name of your mod.
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
diff --git a/README~ b/README~
new file mode 100644
index 0000000..37c3245
--- /dev/null
+++ b/README~
@@ -0,0 +1,208 @@
+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.