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@@ -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.