diff options
-rw-r--r-- | README | 111 | ||||
-rwxr-xr-x | gentextures.sh | 116 | ||||
-rw-r--r-- | modtemplate.lua | 247 | ||||
-rw-r--r-- | modtemplate.lua~ | 235 |
4 files changed, 61 insertions, 648 deletions
@@ -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. diff --git a/gentextures.sh b/gentextures.sh deleted file mode 100755 index 57d70a7..0000000 --- a/gentextures.sh +++ /dev/null @@ -1,116 +0,0 @@ -#!/bin/bash - -TEXTURE=$1 -COMPOSITE=$2 - -base_texture="red_base_"$TEXTURE".png" - -if [ -z $TEXTURE ] || [ $TEXTURE == "--help" ] || [ $TEXTURE == "-h" ] ; then { - - echo -e "\nUsage:" - echo -e "\ngentextures.sh basename [overlay filename]" - echo -e "\nThis script requires one or two parameters which supply the" - echo -e "base filename of the textures, and an optional overlay. The" - echo -e "<basename> is the first part of the filename that your textures" - echo -e "will use when your mod is done. For example, if you supply the" - echo -e "word 'cotton', this script will produce filenames like cotton_red.png" - echo -e "or 'cotton_dark_blue_s50.png'. The texture that this script will" - echo -e "read and recolor is derived from this parameter, and will be of" - echo -e "the form 'red_base_xxxxx.png', where 'xxxx' is the basename." - echo -e "\nYou can also supply an optional overlay image filename." - echo -e "This image will be composited onto the output files after they" - echo -e "have been colorized, but without being modified. This is useful" - echo -e "when you have some part of your base image that will either get" - echo -e "changed unpredictably or undesirably. Simply draw two images -" - echo -e "one containing the whole image to be colored, and one containing" - echo -e "the parts that should not be changed, with transparency where the" - echo -e "base image should show through.\n" - exit 1 -} fi - - -if [[ ! -z $TEXTURE && ! -e $base_texture ]]; then { - echo -e "\nThe basename 'red_base_"$TEXTURE".png' was not found." - echo -e "\nAborting.\n" - exit 1 -} fi - -if [[ ! -z $COMPOSITE && ! -e $COMPOSITE ]]; then { - echo -e "\nThe requested composite file '"$COMPOSITE"' was not found." - echo -e "\nAborting.\n" - exit 1 -} fi - - -convert $base_texture -modulate 1,2,3 tempfile.png 1>/dev/null 2>/dev/null - -if (( $? )) ; then { - echo -e "\nImagemagick failed while testing the base texture file." - echo -e "\nEither the base file 'red_base_"$TEXTURE".png isn't an image," - echo "or it is broken, or Imagemagick itself just didn't work." - echo -e "\nPlease check and correct your base image and try again." - echo -e "\nAborting.\n" - exit 1 -} fi - -composite_file="" - -if [ ! -z $COMPOSITE ] ; then { - convert $base_texture -modulate 1,2,3 $COMPOSITE -composite tempfile.png 1>/dev/null 2>/dev/null - - if (( $? )) ; then { - echo -e "\nImagemagick failed while testing the composite file." - echo -e "\nEither the composite file '"$COMPOSITE"' isn't an image" - echo "or it is broken, or Imagemagick itself just didn't work." - echo -e "\nPlease check and correct your composite image and try again." - echo -e "\nAborting.\n" - exit 1 - } fi - - composite_file=$COMPOSITE" -composite" -} fi - -rm tempfile.png - -base_colors="red orange yellow lime green aqua cyan skyblue blue violet magenta redviolet" - -echo -e -n "\nGenerating filenames based on "$base_texture -if [ ! -z $COMPOSITE ] ; then { - echo "," - echo -n "using "$COMPOSITE" as an overlay" -} fi -echo -e "...\n" - -rm -rf generated-textures -mkdir generated-textures - -hue=0 -for name in $base_colors ; do - hue2=`echo "scale=10; ("$hue"*200/360)+100" |bc` - echo $name "("$hue" degrees)" - echo " dark" - convert $base_texture -modulate 33,100,$hue2 $composite_file "generated-textures/"$TEXTURE"_dark_"$name".png" - echo " medium" - convert $base_texture -modulate 66,100,$hue2 $composite_file "generated-textures/"$TEXTURE"_medium_"$name".png" - echo " bright" - convert $base_texture -modulate 100,100,$hue2 $composite_file "generated-textures/"$TEXTURE"_"$name".png" - echo " dark, 50% saturation" - convert $base_texture -modulate 33,50,$hue2 $composite_file "generated-textures/"$TEXTURE"_dark_"$name"_s50.png" - echo " medium, 50% saturation" - convert $base_texture -modulate 66,50,$hue2 $composite_file "generated-textures/"$TEXTURE"_medium_"$name"_s50.png" - echo " bright, 50% saturation" - convert $base_texture -modulate 100,50,$hue2 $composite_file "generated-textures/"$TEXTURE"_"$name"_s50.png" - hue=$((hue+30)) -done - -echo "greyscales" -echo " black" -convert $base_texture -modulate 15,0,0 $composite_file "generated-textures/"$TEXTURE"_black.png" -echo " dark grey" -convert $base_texture -modulate 50,0,0 $composite_file "generated-textures/"$TEXTURE"_darkgrey.png" -echo " medium grey" -convert $base_texture -modulate 100,0,0 $composite_file "generated-textures/"$TEXTURE"_mediumgrey.png" -echo " light grey" -convert $base_texture -modulate 150,0,0 $composite_file "generated-textures/"$TEXTURE"_lightgrey.png" -echo " white" -convert $base_texture -modulate 190,0,0 $composite_file "generated-textures/"$TEXTURE"_white.png" diff --git a/modtemplate.lua b/modtemplate.lua deleted file mode 100644 index f8104f0..0000000 --- a/modtemplate.lua +++ /dev/null @@ -1,247 +0,0 @@ --- 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 = "template" - --- 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? Note that this must --- be in the form of a table as in the default. - -colored_block_groups = { snappy=3, flammable=2 } - --- What sound should be played when the node is digged? - -colored_block_sound = "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] - - colorname = colored_block_modname..":"..shadename..huename - pngname = colored_block_modname.."_"..shadename..huename..".png" - nodedesc = shadename2..huename2..colored_block_description - s50colorname = colored_block_modname..":"..shadename..huename.."_s50" - s50pngname = colored_block_modname.."_"..shadename..huename.."_s50.png" - s50nodedesc = shadename2..huename2..colored_block_description.." (50% Saturation)" - - minetest.register_node(colorname, { - description = nodedesc, - tiles = { pngname }, - inventory_image = pngname, - wield_image = pngname, - sunlight_propagates = colored_block_sunlight, - paramtype = "light", - walkable = colored_block_walkable, - groups = colored_block_groups, - sounds = colored_block_sound - }) - - minetest.register_node(s50colorname, { - description = s50nodedesc, - tiles = { s50pngname }, - inventory_image = s50pngname, - wield_image = s50pngname, - sunlight_propagates = colored_block_sunlight, - paramtype = "light", - walkable = colored_block_walkable, - groups = colored_block_groups, - sounds = colored_block_sound - }) - - minetest.register_craft( { - type = "shapeless", - output = colorname.." "..colored_block_yield, - recipe = { - neutral_block, - "unifieddyes:"..shadename.."_"..huename - } - }) - - minetest.register_craft( { - type = "shapeless", - output = colorname.." "..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] - - greyshadename = colored_block_modname..":"..greyname - pngname = colored_block_modname.."_"..greyname..".png" - nodedesc = greyname2..colored_block_description - - minetest.register_node(greyshadename, { - description = nodedesc, - tiles = { pngname }, - inventory_image = pngname, - wield_image = pngname, - sunlight_propagates = colored_block_sunlight, - paramtype = "light", - walkable = colored_block_walkable, - groups = colored_block_groups, - sounds = colored_block_sound - }) - - minetest.register_craft( { - type = "shapeless", - output = greyshadename.." "..colored_block_yield, - recipe = { - neutral_block, - "unifieddyes:"..greyname3 - } - }) - -end - - -print("[" .. colored_block_modname .. "] Loaded!") - - diff --git a/modtemplate.lua~ b/modtemplate.lua~ deleted file mode 100644 index 20ec900..0000000 --- a/modtemplate.lua~ +++ /dev/null @@ -1,235 +0,0 @@ --- 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!") - - |