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2018-08-27fix broken re-painting of nodes using the split palettesVanessa Dannenberg
(broken in multiple places....oy.) also, fix wrong light green shade in colorwallmounted palette also, fixed many wrong/missing aliases and translations between old and current colors (i.e. aqua<->spring, skyblue<->azure, redviolet<->rose)
2018-08-26new punch-to-colorize schemeVanessa Dannenberg
using a tool, the airbrush, for the job point at air/nothing and punch while wielding the airbrush to open the color selection form.
2018-08-25minor changes to colorwallmounted paletteVanessa Dannenberg
got rid of the separate brown swatch in the colorwallmounted palette, as it was being bypassed by the brown-> medium orange translation -- replaced it with light green. fixed missing colorwallmounted light blue/azure check-and-return in get_paletteidx()
2017-02-25clean up greyscale portion of extended paletteVanessa Ezekowitz
remap greys slightly, tweak related recipes
2017-02-24it's okay to use an oversized paletteVanessa Ezekowitz
also formula for 89->256 table was wrong
2017-02-24auto-generate the various dye craftitemsVanessa Ezekowitz
and base them all on a single colorized texture.
2017-02-24add extended paletteVanessa Ezekowitz
full 256-color range: 24 full hues, with four lighter shades and two darker shades, plus low-saturation versions of the full and darker shades, and 16 levels of greyscale
2017-02-07re-generated all of the palettesVanessa Ezekowitz
Some colors were a little bit "off" from the official spec. Started from the standard 12 hues, with their RGB values manually set to exactly 0, 128, or 255 as appropriate, then brightness and saturation adjusted as needed for each shade band. Black is set at 8 percent (0x141414).
2017-02-06add light_blue to wallmounted paletteVanessa Ezekowitz
2017-01-30better pink shade in the colorwallmounted paletteVanessa Ezekowitz
(now it's standard web pink, but shifted 15 degrees toward red and saturation maxed out)
2017-01-28add API option for "colorwallmounted" paramtype2Vanessa Ezekowitz
(pass "wallmounted" to the "is_color_fdir" field where needed) Comes with an abridged, 32-color version of the master palette, containing Red, Orange, Yellow, Green, Cyan, Blue, Violet, and Magenta, in three shades each, plus the usual black/three greys/white, plus pink and brown in two of the extrs spaces.
2017-01-25add "split" palette for mods that need facedir + param2 colorVanessa Ezekowitz
2017-01-25include standard 89-color UD paletteVanessa Ezekowitz
2013-05-30Ran all textures through pngquant.Vanessa Ezekowitz
2013-05-30Ran all textures through pngcrush.Vanessa Ezekowitz
2013-04-30update readme, delete obsolete unified dyes texturesVanessa 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.
2012-08-01Added a "version" check for the flowers dependency:Vanessa Ezekowitz
If the flowers mod defines "flowers:flower_geranium" (as is the case with my update of 2012-08-01), then those will be used to get blue pigment powder, and violas will produce violet powder, both of which can be directly used to create their respective liquid dye colors. If it is not defined (e.g. the user has an older version of the flowers mod), then violas produce blue dye powder. Violet dye can still be formed by mixing blue and magenta or blue and red dyes, as before.
2012-07-29Added in the non-blended versions of the bottle textures as a set ofVanessa Ezekowitz
alternates.
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. :-)
2012-07-26added in a missing texture.Vanessa Ezekowitz
2012-07-26deleted some outdated and redundant files.Vanessa Ezekowitz
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.
2012-07-24Changes how glass bottles work and are made.Vanessa Ezekowitz
Now, you craft 5 glass blocks in a U shape, which gives 15 bottles. Use 6 plus jungle grass and water bucket to get 6 dye base, craft three to get back a glass block.
2012-07-24Added some extra steps in the dye-making process (increases difficulty).Vanessa Ezekowitz
2012-07-16removed another redundant file.Vanessa Ezekowitz
2012-07-16removed some excess files created from the last time gentextures ran.Vanessa Ezekowitz
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