Age | Commit message (Collapse) | Author |
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(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)
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using a tool, the airbrush, for the job
point at air/nothing and punch while wielding the airbrush
to open the color selection form.
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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()
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remap greys slightly, tweak related recipes
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also formula for 89->256 table was wrong
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and base them all on a single colorized texture.
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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
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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).
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(now it's standard web pink, but shifted 15 degrees toward red and
saturation maxed out)
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(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.
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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.
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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.
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alternates.
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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. :-)
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overlay feature (namely alpha blending, for more consistent bottle images).
Replaced the two source images with what I just used.
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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.
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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.
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