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VanessaE's Unified Dyes
=======================
-The purpose of this mod originally was to supply a complete set of colors for
-Minetest mod authors to use in their recipes. Since the default dyes mod that
-is supplied with Minetest "common" is now usable (via flowers, also included in
-"common"), this mod has become more of an extension pack.
+The purpose of this mod originally was to supply a complete set of colors for Minetest mod authors to use for colorized nodes, or to reference in recipes. Since the advent of the default dyes mod in minetest_game, this mod has become more of an extension of the default mod. Since the advent of param2 colorization, it has also become a library for general color handling.
-Unified Dyes expands the standard dye set from 15 to 90 colors.
+Unified Dyes expands the standard dye set from 15 colors to 32, 89, or 256 (see below).
-IMPORTANT: This mod is not intended to suggest that you should use the entire
-palette. Rather, I was hoping people would just choose maybe the dozen or so
-most useful colors to use in their mods.
+Dependencies: Minetest engine version 0.4.16 or higher and a corresponding copy of minetest_game.
-Dependencies: default and dye from Minetest "common". This mod will NOT work
-without these. This mod will NOT work without these. The default dye mod is
-normally activated only in the standard "build" and "minetest_game" games, or perhaps if
-someone has a modpack or game that includes them.
+License: GPL 2.0 or higher.
-Recommends: flowers from common.
+Install: Unzip the distribution file, rename the resultant folder to just "unifieddyes", move it into Minetest's mods folder, and enable it in your world configuration.
-License: GPL 2.0 or above
-
-Install: Unzip the distribution file, rename the resultant
-VanessaE-unifieddyes-blahblah folder to just "unifieddyes", and move it into
-Minetest's mods folder.
-
-The Palette:
-
-[ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/color-swatches.png ]
-[ The official palette, showing 84 colors and 5 greys. ]
-
-In the image above, the "50%" markings on the left next to each shade mean 50%
-saturation for all hues in that shade line. Note that the "light" shades don't
-have (or need) that variant. For the greys, the percentages shown are of
-brightness relative to pure white. There are three special cases: Light red
-has been aliased to default pink dye, and dark green has been aliased to
-default dark greey dye. Brown dye also exists in the default set, it's just
-not shown in the palette above.
-
-
-Usage instructions, technical information
-=========================================
-
-Getting Started
----------------
-
-First thing's first: you're going to need to harvest some materials to make the
-dyes from. For this, you need one or more of the following: roses (red),
-tulips (orange), yellow dandelions (yellow), cactus (green), geraniums (blue),
-violas (purple), coal (black), or white dandelions (white). Simply wander
-around your world and collect whichever of the above you need to get your
-colors.
-
-[ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/unifieddyes1.png ]
-[ The 8 base colors directly obtainable from a material in the world. ]
-
-Simply place one of the above materials into the crafting grid to obtain four
-portions of dye in that color From those initial 8 colors, you can directly
-fashion another 11, for a total of 19 standard colors (including the various
-greys):
-
-[ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/unifieddyes2.png ]
-[ The complete 19-color standard set. ]
-
-The standardized colors and their crafting methods are as follows:
-
-* Red (0°): one rose
-* Orange (30°): one tulip, or put one red dye and one yellow dye into the
- crafting grid to mix them (yields 2)
-* Yellow (60°): one yellow dandelion
-* Lime (90°): mix yellow + green (yields 2)
-* Green (120°): one cactus, or mix yellow + blue (yields 2)
-* Aqua (150°): mix green + cyan (yields 2)
-* Cyan (180°): mix green + blue (yields 2)
-* Sky blue (210°): mix cyan + blue (yields 2)
-* Blue (240°): one geranium
-* Violet (270°): one viola, or mix blue + magenta (yields 2).
-* Magenta (300°): mix blue + red (yields 2)
-* Red-violet (330°): mix magenta + red (yields 2)
-
-* Black (7.5%): one piece of coal
-* Dark grey (25%): mix one white + two black (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 (95%): one white dandelion.
-
-The degree figures are the colors' hues on a standard HSV color wheel, and are
-what I used in the textures supplied with this mod. For the greys, the figures
-in parenthesis indicate the intended brightness of the shade, relative to
-white. Note that black and white don't go all the way to the bottom/top of the
-scale, as doing so may crush some details in textures made in those shades (see
-below, regarding semi-automatic texture generation).
-
-
-Darker/Lighter colors
----------------------
-
-To obtain a dark (33%) version of a given color, use two portions of black dye
-along with the base color from the list above, which yields three portions of
-the final color.
-
-To obtain a medium-brightness (66%) version of a given color, mix one portion
-the base color 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 light (150% over full) version of a given color, mix one portion of
-the base color with one portion of white dye. Yields 2 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 dye + color (yields 2), or two blacks + 1 white
-+ color (yields 4). For example, dark, low-saturation red = red + dark grey,
-or red + two black + one white.
-
-Medium brightness, low saturation: medium grey dye + color (yields 2), or black
-+ white + color (yields 3). For example, medium, low-saturation green = green
-+ medium grey, or green + black + white.
-
-Full, low saturation: light grey dye + 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.
-
-There is no low-saturation version of the "light" colors.
-
-Red + white always returns default pink dye, and black + green always returns
-default dark green dye.
-
-
-RGB values
-----------
-
-All RGB values and filenames for all colors and shades of grey are represented
-in the file "colors.txt" (which was generated with the bash script
-"listcolors.sh"), included in the distribution directory. Note that
-listcolors.sh is an example only and was written for a different set of
-textures than what Unified Dyes includes now.
-
-
-Misc. Notes
------------
-
-If you need to use /give commands, the item names for the standard set of 12
-regular "full" colors (plus pink, brown, and dark green) is simply "dye:color",
-e.g. "dye:red", "dye:pink", or "dye:skyblue". Greys have a similar naming
-convention: dye:white, dye:light_grey, dye:grey, dye:dark_grey, or dye:black.
-
-For everything beyond those initial 19 colors, the item names are of the
-following format:
-
-unifieddyes:{"light_" or "medium_" or "dark_"}{color}{nothing or "_s50"}.
-
-For example, low saturation dark yellow is "unifieddyes:dark_yellow_s50", while
-light normal-saturation red-violet would be "unifieddyes:light_redviolet".
-
-See the texture filenames in the textures/ folder for further hints - all of
-the item names follow the same format as the corresponding filenames, save for
-having a colon (:) instead of the first underscore (_).
-
-
-Semi-automatic generation of textures
-=====================================
-
-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 this mod as well with the
-above 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 as a PNG image, with a filename of
-"whatever_base.png", where "whatever" is the one-word name of your mod - for
-example, mymod_base.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 some level of alpha transparency everywhere else,
-depending on how much of the image needs to remain unchanged. Save it out as a
-PNG image, using any filename you want, for example myoverlay.png.
-
-Now, use chmod to make the script executable, if necessary, and run it.
-
-If you don'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
-
-The script will then look for mymod_base.png and copy and convert it into
-things like mymod_red.png, mymod_dark_blue.png, and so on.
-
-If you want to use an overlay also, skip the above step and run the script with
-the base name as the first parameter, and the complete filename of your overlay
-as the second instead. For example:
-
-./gentextures.sh mymod myoverlay.png
-
-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/ in
-the current directory. Note that the script looks for the above files in the
-current directory also.
-
-The script has a third mode as well:
-
-./gentextures.sh -t mymod myoverlay.png
-
-In this mode, the script will leave the base texture mymod_base.png unchanged,
-and instead will rotate the colors of the overlay image and then composite that
-onto the base texture. The same color changes will happen with the overlay in
-this mode, so it's a good idea to make the overlay some fairly saturated shade
-of red. Along with that, the base image should be some neutral color; any
-color is fine as long as the result is what you wanted.
-
-The program attempts to verify that the files you've asked it to use will
-actually work, and will exit immediately if the any are invalid, missing, etc.
-
-Use your favorite image browser or file manager to review the results in
-generated-textures/, and if they're right, copy them over to the textures/
-folder in your mod.
-
-Note that this script does not generate brown and pink variations of your base
-texture - you'll have to do those two manually.
+Usage: for detailed usage information, please see [the Unified Dyes Thread](https://forum.minetest.net/viewtopic.php?f=11&t=2178&p=28399) on the Minetest forum.