1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
|
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 89 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/lighter shades
---------------------
To obtain a dark (33% relative to the 'full' version) version of a given color,
use two portions of black dye along with the base color, which yields three
portions of the final color.
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 the light (150%) version of a color, mix one portion of the
desired base color with one portion of white paint, which yields two portions of
the final color.
Low-saturation colors
---------------------
Except for the "light" colors and the greys, all colors are available in a
reduced-saturation version 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 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 transparency everywhere else. Save it out using any
filename you want.
Now, run the script (make it executable first, if necessary).
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, 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/ 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.
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.
|