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@@ -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. |