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2013-05-30Ran all textures through pngquant.Vanessa Ezekowitz
2013-05-30Ran all textures through pngcrush.Vanessa Ezekowitz
2013-04-30Refactored the code to use default "common" dyesVanessa Ezekowitz
rather than directly from flowers. This mod now depends on "default" and "dye" from the Minetest common sub-game. Since the default dye mod uses default flowers, this mod no longer checks for what version of flowers you're using, or even depends on it. Bottle-based textures have been replaced with piles of dye powder, based on the default red dye texture. All dyes are obtained by crafting, not cooking, for consistency with the default dye mod. The somewhat-complicated method using separate "pigment" powders, glass bottles and "liquid dye base" has been done away with. Now it's just dry dye powders, as with the default dye mod. Also, got rid of the whole paint scheme, in favor of dry powders. All old dyes, paints, and Unified Dyes pigment powders have been aliased back to the standard dye powders.
2012-07-29Better bottle textures.Vanessa Ezekowitz
Note that these are blended against the 50% grey field they normally appear on in the inventory display, so they will show artifacts if you try to wield them. Don't do that. :-)
2012-07-26Replaced bottles with better textures, making use of the gentextures.sh'sVanessa Ezekowitz
overlay feature (namely alpha blending, for more consistent bottle images). Replaced the two source images with what I just used.
2012-07-16Added a new set of colors: "light" (brightness turned up to 150% over theVanessa Ezekowitz
full/base colors - no low-saturation versions here). Re-generated all of the dyes using my gentextures.sh script, to keep them consistent. Re-added the gentextures script to this mod, it's too useful not to include it.
2012-07-12first commitVanessa Ezekowitz