From 1384fa32a33a4394c2b05afaf0c9e19a922557d0 Mon Sep 17 00:00:00 2001
From: Vanessa Ezekowitz <vanessaezekowitz@gmail.com>
Date: Sun, 15 Jul 2012 13:52:40 -0400
Subject: more wording tweaks to README

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+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.
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