From 950338610009d3fee62c24c6236f5fc21e14fa0c Mon Sep 17 00:00:00 2001 From: Vanessa Ezekowitz Date: Tue, 20 Jun 2017 16:50:24 -0400 Subject: update README, point user to forum for detailed usage info --- README | 246 ++--------------------------------------------------------------- 1 file changed, 6 insertions(+), 240 deletions(-) (limited to 'README') diff --git a/README b/README index eba6d52..bb71e65 100644 --- a/README +++ b/README @@ -1,248 +1,14 @@ VanessaE's Unified Dyes ======================= -The purpose of this mod originally was to supply a complete set of colors for -Minetest mod authors to use in their recipes. Since the default dyes mod that -is supplied with Minetest "common" is now usable (via flowers, also included in -"common"), this mod has become more of an extension pack. +The purpose of this mod originally was to supply a complete set of colors for Minetest mod authors to use for colorized nodes, or to reference in recipes. Since the advent of the default dyes mod in minetest_game, this mod has become more of an extension of the default mod. Since the advent of param2 colorization, it has also become a library for general color handling. -Unified Dyes expands the standard dye set from 15 to 90 colors. +Unified Dyes expands the standard dye set from 15 colors to 32, 89, or 256 (see below). -IMPORTANT: This mod is not intended to suggest that you should use the entire -palette. Rather, I was hoping people would just choose maybe the dozen or so -most useful colors to use in their mods. +Dependencies: Minetest engine version 0.4.16 or higher and a corresponding copy of minetest_game. -Dependencies: default and dye from Minetest "common". This mod will NOT work -without these. This mod will NOT work without these. The default dye mod is -normally activated only in the standard "build" and "minetest_game" games, or perhaps if -someone has a modpack or game that includes them. +License: GPL 2.0 or higher. -Recommends: flowers from common. +Install: Unzip the distribution file, rename the resultant folder to just "unifieddyes", move it into Minetest's mods folder, and enable it in your world configuration. -License: GPL 2.0 or above - -Install: Unzip the distribution file, rename the resultant -VanessaE-unifieddyes-blahblah folder to just "unifieddyes", and move it into -Minetest's mods folder. - -The Palette: - -[ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/color-swatches.png ] -[ The official palette, showing 84 colors and 5 greys. ] - -In the image above, the "50%" markings on the left next to each shade mean 50% -saturation for all hues in that shade line. Note that the "light" shades don't -have (or need) that variant. For the greys, the percentages shown are of -brightness relative to pure white. There are three special cases: Light red -has been aliased to default pink dye, and dark green has been aliased to -default dark greey dye. Brown dye also exists in the default set, it's just -not shown in the palette above. - - -Usage instructions, technical information -========================================= - -Getting Started ---------------- - -First thing's first: you're going to need to harvest some materials to make the -dyes from. For this, you need one or more of the following: roses (red), -tulips (orange), yellow dandelions (yellow), cactus (green), geraniums (blue), -violas (purple), coal (black), or white dandelions (white). Simply wander -around your world and collect whichever of the above you need to get your -colors. - -[ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/unifieddyes1.png ] -[ The 8 base colors directly obtainable from a material in the world. ] - -Simply place one of the above materials into the crafting grid to obtain four -portions of dye in that color From those initial 8 colors, you can directly -fashion another 11, for a total of 19 standard colors (including the various -greys): - -[ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/unifieddyes2.png ] -[ The complete 19-color standard set. ] - -The standardized colors and their crafting methods are as follows: - -* Red (0°): one rose -* Orange (30°): one tulip, or put one red dye and one yellow dye into the - crafting grid to mix them (yields 2) -* Yellow (60°): one yellow dandelion -* Lime (90°): mix yellow + green (yields 2) -* Green (120°): one cactus, or mix yellow + blue (yields 2) -* Aqua (150°): mix green + cyan (yields 2) -* Cyan (180°): mix green + blue (yields 2) -* Sky blue (210°): mix cyan + blue (yields 2) -* Blue (240°): one geranium -* Violet (270°): one viola, or mix blue + magenta (yields 2). -* Magenta (300°): mix blue + red (yields 2) -* Red-violet (330°): mix magenta + red (yields 2) - -* Black (7.5%): one piece of coal -* Dark grey (25%): mix one white + two black (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 (95%): one white dandelion. - -The degree figures are the colors' hues on a standard HSV color wheel, and are -what I used in the textures supplied with this mod. For the greys, the figures -in parenthesis indicate the intended brightness of the shade, relative to -white. Note that black and white don't go all the way to the bottom/top of the -scale, as doing so may crush some details in textures made in those shades (see -below, regarding semi-automatic texture generation). - - -Darker/Lighter colors ---------------------- - -To obtain a dark (33%) version of a given color, use two portions of black dye -along with the base color from the list above, which yields three portions of -the final color. - -To obtain a medium-brightness (66%) version of a given color, mix one portion -the base color 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 light (150% over full) version of a given color, mix one portion of -the base color with one portion of white dye. Yields 2 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 dye + color (yields 2), or two blacks + 1 white -+ color (yields 4). For example, dark, low-saturation red = red + dark grey, -or red + two black + one white. - -Medium brightness, low saturation: medium grey dye + color (yields 2), or black -+ white + color (yields 3). For example, medium, low-saturation green = green -+ medium grey, or green + black + white. - -Full, low saturation: light grey dye + 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. - -There is no low-saturation version of the "light" colors. - -Red + white always returns default pink dye, and black + green always returns -default dark green dye. - - -RGB values ----------- - -All RGB values and filenames for all colors and shades of grey are represented -in the file "colors.txt" (which was generated with the bash script -"listcolors.sh"), included in the distribution directory. Note that -listcolors.sh is an example only and was written for a different set of -textures than what Unified Dyes includes now. - - -Misc. Notes ------------ - -If you need to use /give commands, the item names for the standard set of 12 -regular "full" colors (plus pink, brown, and dark green) is simply "dye:color", -e.g. "dye:red", "dye:pink", or "dye:skyblue". Greys have a similar naming -convention: dye:white, dye:light_grey, dye:grey, dye:dark_grey, or dye:black. - -For everything beyond those initial 19 colors, the item names are of the -following format: - -unifieddyes:{"light_" or "medium_" or "dark_"}{color}{nothing or "_s50"}. - -For example, low saturation dark yellow is "unifieddyes:dark_yellow_s50", while -light normal-saturation red-violet would be "unifieddyes:light_redviolet". - -See the texture filenames in the textures/ folder for further hints - all of -the item names follow the same format as the corresponding filenames, save for -having a colon (:) instead of the first underscore (_). - - -Semi-automatic generation of textures -===================================== - -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 this mod as well with the -above 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 as a PNG image, with a filename of -"whatever_base.png", where "whatever" is the one-word name of your mod - for -example, mymod_base.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 some level of alpha transparency everywhere else, -depending on how much of the image needs to remain unchanged. Save it out as a -PNG image, using any filename you want, for example myoverlay.png. - -Now, use chmod to make the script executable, if necessary, and run it. - -If you don'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 - -The script will then look for mymod_base.png and copy and convert it into -things like mymod_red.png, mymod_dark_blue.png, and so on. - -If you want to use an overlay also, skip the above step and run the script with -the base name as the first parameter, and the complete filename of your overlay -as the second instead. For example: - -./gentextures.sh mymod myoverlay.png - -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/ in -the current directory. Note that the script looks for the above files in the -current directory also. - -The script has a third mode as well: - -./gentextures.sh -t mymod myoverlay.png - -In this mode, the script will leave the base texture mymod_base.png unchanged, -and instead will rotate the colors of the overlay image and then composite that -onto the base texture. The same color changes will happen with the overlay in -this mode, so it's a good idea to make the overlay some fairly saturated shade -of red. Along with that, the base image should be some neutral color; any -color is fine as long as the result is what you wanted. - -The program attempts to verify that the files you've asked it to use will -actually work, and will exit immediately if the any are invalid, missing, etc. - -Use your favorite image browser or file manager to review the results in -generated-textures/, and if they're right, copy them over to the textures/ -folder in your mod. - -Note that this script does not generate brown and pink variations of your base -texture - you'll have to do those two manually. +Usage: for detailed usage information, please see [the Unified Dyes Thread](https://forum.minetest.net/viewtopic.php?f=11&t=2178&p=28399) on the Minetest forum. -- cgit v1.2.3