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diff --git a/README~ b/README~ deleted file mode 100644 index 37c3245..0000000 --- a/README~ +++ /dev/null @@ -1,208 +0,0 @@ -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. |