From f19c11e92f6ea708b73cbbccc193299148d5216d Mon Sep 17 00:00:00 2001 From: Vanessa Ezekowitz Date: Sun, 15 Jul 2012 13:43:41 -0400 Subject: Rewrote the bottom part of the README concerning the modding template. Removed files related to it, since they're exclusively part of the modding template distribution now. --- modtemplate.lua~ | 235 ------------------------------------------------------- 1 file changed, 235 deletions(-) delete mode 100644 modtemplate.lua~ (limited to 'modtemplate.lua~') diff --git a/modtemplate.lua~ b/modtemplate.lua~ deleted file mode 100644 index 20ec900..0000000 --- a/modtemplate.lua~ +++ /dev/null @@ -1,235 +0,0 @@ --- Generic colored-objects template by Vanessa Ezekowitz ~~ 2012-07-13 - --- License: WTFPL - --- Before using this code, consult the README, particularly the "Semi- --- automatic generation of textures" section at the end, which descibes the --- use of the gentextures.sh BASH script included in this package. You"ll --- need to either follow those instructions or create your textures the usual, --- manual way. Without textures, this code won"t be very useful. :-) - --- When configured properly, this code creates node names that follow the --- naming convention established in Unified Dyes, such as "mymod:red" or --- "mymod:dark_yellow_s50". - - --- =========================================================================== --- Edit the next several variables to define what mod this template will --- generate and how it should behave in general. --- =========================================================================== - --- First, the standard machine-readable name of your mod - -colored_block_modname = "mymod" - --- Human-readable description of the category of nodes you want to generate - -colored_block_description = "My Colored Block" - --- The full node name of the neutral version of your main block as it --- exists right after crafting or mining it, before any dyes have been --- applied. Typically, this should refer to the white version of your --- mod's main block, but it can be anything as long as it makes sense. - -neutral_block = colored_block_modname .. ":white" - --- This variable defines just how many of a given block a crafting operation --- should give. In most cases, the default (1) is correct. - -colored_block_yield = "1" - --- If this object should let sunlight pass through it, set this to "true". --- Otherwise, set it to "false" (the default). - -colored_block_sunlight = "false" - --- If the node should be something you can stand on, set this to "true" --- (the default). Otherwise, set it to false. - -colored_block_walkable = "true" - --- What groups should the generated nodes belong to? - -colored_block_groups = "{ snappy = 3, flammable = 2 }" - --- What sound should be played when the node is digged? - -colored_block_groups = "default.node_sound_leaves_defaults()" - - --- ====================================================== --- You shouldn"t need to edit anything below this point. --- ====================================================== - - --- ------------------------------------------------------------------ --- Generate all of the base color node definitions and all variations --- except for the greyscale stuff. - --- Hues are on a 30 degree spacing starting at red = 0 degrees. --- "s50" in a file/item name means "saturation: 50%". --- Texture brightness levels for the colors are 100%, 66% ("medium"), --- and 33% ("dark"). - -shades = { - "dark", - "medium", - "" -- represents "no special shade name", e.g. bright. -} - -shades2 = { - "Dark ", - "Medium ", - "" -- represents "no special shade name", e.g. bright. -} - -hues = { - "red", - "orange", - "yellow", - "lime", - "green", - "aqua", - "cyan", - "skyblue", - "blue", - "violet", - "magenta", - "redviolet" -} - -hues2 = { - "Red ", - "Orange ", - "Yellow ", - "Lime ", - "Green ", - "Aqua ", - "Cyan ", - "Sky Blue ", - "Blue ", - "Violet ", - "Magenta ", - "Red-violet " -} - -greys = { - "black", - "darkgrey", - "mediumgrey", - "lightgrey", - "white" -} - -greys2 = { - "Black ", - "Dark Grey ", - "Medium Grey ", - "Light Grey ", - "White " -} - -greys3 = { - "black", - "darkgrey_paint", - "mediumgrey_paint", - "lightgrey_paint", - "white_paint" -} - -for shade = 1, 3 do - - shadename = shades[shade] - shadename2 = shades2[shade] - - for hue = 1, 12 do - - huename = hues[hue] - huename2 = hues2[hue] - - minetest.register_node(colored_block_modname .. ":" .. shadename .. "_" .. huename, { - description = shadename2 .. huename2 .. colored_block_description, - tiles = { colored_block_modname .. "_" .. shadename .. "_" .. huename .. ".png" }, - inventory_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. ".png", - wield_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. ".png", - sunlight_propagates = colored_block_sunlight, - paramtype = "light", - walkable = colored_block_walkable, - groups = colored_block_groups, - sounds = colored_block_groups - }) - - minetest.register_node(colored_block_modname .. ":" .. shadename .. "_" .. huename .. "_s50", { - description = shadename2 .. huename2 .. colored_block_description .. " (50% Saturation)", - tiles = { colored_block_modname .. "_" .. shadename .. "_" .. huename .. "_s50.png" }, - inventory_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. "_s50.png", - wield_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. "_s50.png", - sunlight_propagates = colored_block_sunlight, - paramtype = "light", - walkable = colored_block_walkable, - groups = colored_block_groups, - sounds = colored_block_groups - }) - - minetest.register_craft( { - type = "shapeless", - output = colored_block_modname .. ":" .. shadename .. "_" .. huename .. " " .. colored_block_yield, - recipe = { - neutral_block, - "unifieddyes:" .. shadename .. "_" .. huename - } - }) - - minetest.register_craft( { - type = "shapeless", - output = colored_block_modname .. ":" .. shadename .. "_" .. huename "_s50 " .. colored_block_yield, - recipe = { - neutral_block, - "unifieddyes:" .. shadename .. "_" .. huename .. "_s50" - } - }) - - end -end - - --- ============================================================ --- The 5 levels of greyscale. --- --- Oficially these are 0, 25, 50, 75, and 100% relative to white, --- but in practice, they're actually 7.5%, 25%, 50%, 75%, and 95%. --- (otherwise black and white would wash out). - -for grey = 1,5 do - - greyname = greys[grey] - greyname2 = greys2[grey] - greyname3 = greys3[grey] - - minetest.register_node(colored_block_modname .. ":" .. greyname, { - description = greyname2 .. colored_block_description, - tiles = { colored_block_modname .. "_" .. greyname .. ".png" }, - inventory_image = colored_block_modname .. "_" .. greyname .. ".png", - wield_image = colored_block_modname .. "_" .. greyname .. ".png", - sunlight_propagates = colored_block_sunlight, - paramtype = "light", - walkable = colored_block_walkable, - groups = colored_block_groups, - sounds = colored_block_groups - }) - - minetest.register_craft( { - type = "shapeless", - output = colored_block_modname .. ":" .. greyname .. " " .. colored_block_yield, - recipe = { - neutral_block, - "unifieddyes:" .. greyname3 - } - }) - -end - - -print("[" .. colored_block_modname .. "] Loaded!") - - -- cgit v1.2.3