Added a new set of colors: "light" (brightness turned up to 150% over the

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.
This commit is contained in:
Vanessa Ezekowitz 2012-07-16 10:53:56 -04:00
parent 1384fa32a3
commit 711206099b
94 changed files with 151 additions and 10 deletions

20
README

@ -66,23 +66,30 @@ 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. and one piece of jungle grass. Yields one bucket of white paint.
Darker colors 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 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, 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 medium lime = lime + black). All such mixtures yield two portions of the final
color. color.
To obtain a dark (33%) version of a given color, use two portions of black dye To obtain the light (150%) version of a color, mix one portion of the
along with the base color, which yields three portions of the final color. desired base color with one portion of white paint, which yields two portions of
the final color.
Low-saturation colors Low-saturation colors
--------------------- ---------------------
To get the low saturation (50%) version of one of the base colors, mix one or Except for the "light" colors and the greys, all colors are available in a
more of white, black, or a shade of grey with the desired base color: 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 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 white + color (yields 4). For example, dark, low-saturation red = red + dark
@ -205,3 +212,4 @@ 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 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. they're right, copy them over to the textures/ folder in your mod.

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bottle_overlay.png Normal file

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118
gentextures.sh Executable file

@ -0,0 +1,118 @@
#!/bin/bash
TEXTURE=$1
COMPOSITE=$2
base_texture="red_base_"$TEXTURE".png"
if [ -z $TEXTURE ] || [ $TEXTURE == "--help" ] || [ $TEXTURE == "-h" ] ; then {
echo -e "\nUsage:"
echo -e "\ngentextures.sh basename [overlay filename]"
echo -e "\nThis script requires one or two parameters which supply the"
echo -e "base filename of the textures, and an optional overlay. The"
echo -e "<basename> is the first part of the filename that your textures"
echo -e "will use when your mod is done. For example, if you supply the"
echo -e "word 'cotton', this script will produce filenames like cotton_red.png"
echo -e "or 'cotton_dark_blue_s50.png'. The texture that this script will"
echo -e "read and recolor is derived from this parameter, and will be of"
echo -e "the form 'red_base_xxxxx.png', where 'xxxx' is the basename."
echo -e "\nYou can also supply an optional overlay image filename."
echo -e "This image will be composited onto the output files after they"
echo -e "have been colorized, but without being modified. This is useful"
echo -e "when you have some part of your base image that will either get"
echo -e "changed unpredictably or undesirably. Simply draw two images -"
echo -e "one containing the whole image to be colored, and one containing"
echo -e "the parts that should not be changed, with transparency where the"
echo -e "base image should show through.\n"
exit 1
} fi
if [[ ! -z $TEXTURE && ! -e $base_texture ]]; then {
echo -e "\nThe basename 'red_base_"$TEXTURE".png' was not found."
echo -e "\nAborting.\n"
exit 1
} fi
if [[ ! -z $COMPOSITE && ! -e $COMPOSITE ]]; then {
echo -e "\nThe requested composite file '"$COMPOSITE"' was not found."
echo -e "\nAborting.\n"
exit 1
} fi
convert $base_texture -modulate 1,2,3 tempfile.png 1>/dev/null 2>/dev/null
if (( $? )) ; then {
echo -e "\nImagemagick failed while testing the base texture file."
echo -e "\nEither the base file 'red_base_"$TEXTURE".png isn't an image,"
echo "or it is broken, or Imagemagick itself just didn't work."
echo -e "\nPlease check and correct your base image and try again."
echo -e "\nAborting.\n"
exit 1
} fi
composite_file=""
if [ ! -z $COMPOSITE ] ; then {
convert $base_texture -modulate 1,2,3 $COMPOSITE -composite tempfile.png 1>/dev/null 2>/dev/null
if (( $? )) ; then {
echo -e "\nImagemagick failed while testing the composite file."
echo -e "\nEither the composite file '"$COMPOSITE"' isn't an image"
echo "or it is broken, or Imagemagick itself just didn't work."
echo -e "\nPlease check and correct your composite image and try again."
echo -e "\nAborting.\n"
exit 1
} fi
composite_file=$COMPOSITE" -composite"
} fi
rm tempfile.png
base_colors="red orange yellow lime green aqua cyan skyblue blue violet magenta redviolet"
echo -e -n "\nGenerating filenames based on "$base_texture
if [ ! -z $COMPOSITE ] ; then {
echo ","
echo -n "using "$COMPOSITE" as an overlay"
} fi
echo -e "...\n"
rm -rf generated-textures
mkdir generated-textures
hue=0
for name in $base_colors ; do
hue2=`echo "scale=10; ("$hue"*200/360)+100" |bc`
echo $name "("$hue" degrees)"
echo " dark"
convert $base_texture -modulate 33,100,$hue2 $composite_file "generated-textures/"$TEXTURE"_dark_"$name".png"
echo " medium"
convert $base_texture -modulate 66,100,$hue2 $composite_file "generated-textures/"$TEXTURE"_medium_"$name".png"
echo " full"
convert $base_texture -modulate 100,100,$hue2 $composite_file "generated-textures/"$TEXTURE"_"$name".png"
echo " light"
convert $base_texture -modulate 150,100,$hue2 $composite_file "generated-textures/"$TEXTURE"_light_"$name".png"
echo " dark, 50% saturation"
convert $base_texture -modulate 33,50,$hue2 $composite_file "generated-textures/"$TEXTURE"_dark_"$name"_s50.png"
echo " medium, 50% saturation"
convert $base_texture -modulate 66,50,$hue2 $composite_file "generated-textures/"$TEXTURE"_medium_"$name"_s50.png"
echo " full, 50% saturation"
convert $base_texture -modulate 100,50,$hue2 $composite_file "generated-textures/"$TEXTURE"_"$name"_s50.png"
hue=$((hue+30))
done
echo "greyscales"
echo " black"
convert $base_texture -modulate 15,0,0 $composite_file "generated-textures/"$TEXTURE"_black.png"
echo " dark grey"
convert $base_texture -modulate 50,0,0 $composite_file "generated-textures/"$TEXTURE"_darkgrey.png"
echo " medium grey"
convert $base_texture -modulate 100,0,0 $composite_file "generated-textures/"$TEXTURE"_mediumgrey.png"
echo " light grey"
convert $base_texture -modulate 150,0,0 $composite_file "generated-textures/"$TEXTURE"_lightgrey.png"
echo " white"
convert $base_texture -modulate 190,0,0 $composite_file "generated-textures/"$TEXTURE"_white.png"

@ -286,8 +286,8 @@ minetest.register_craftitem("unifieddyes:black", {
-- brightness from the above 12 base colors. -- brightness from the above 12 base colors.
-- "s50" in a file/item name means "saturation: 50%". -- "s50" in a file/item name means "saturation: 50%".
-- Brightness levels in the textures are 100%, 66% -- Brightness levels in the textures are 33% ("dark"), 66% ("medium"),
-- ("medium"), and 33% ("dark"). -- 100% ("full" but not so-named), and 150% ("light").
HUES = { HUES = {
"red", "red",
@ -386,6 +386,15 @@ for i = 1, 12 do
}, },
}) })
minetest.register_craft( {
type = "shapeless",
output = "unifieddyes:light_" .. hue .. " 2",
recipe = {
"unifieddyes:" .. hue,
"unifieddyes:white_paint",
},
})
minetest.register_craftitem("unifieddyes:dark_" .. hue .. "_s50", { minetest.register_craftitem("unifieddyes:dark_" .. hue .. "_s50", {
description = "Dark " .. hue .. " (low saturation)", description = "Dark " .. hue .. " (low saturation)",
inventory_image = "unifieddyes_dark_" .. hue .. "_s50.png", inventory_image = "unifieddyes_dark_" .. hue .. "_s50.png",
@ -411,17 +420,23 @@ for i = 1, 12 do
}) })
minetest.register_craftitem("unifieddyes:" .. hue .. "_s50", { minetest.register_craftitem("unifieddyes:" .. hue .. "_s50", {
description = "Bright " .. hue .. " (low saturation)", description = "Full " .. hue .. " (low saturation)",
inventory_image = "unifieddyes_" .. hue .. "_s50.png", inventory_image = "unifieddyes_" .. hue .. "_s50.png",
groups = {dye=1}, groups = {dye=1},
}) })
minetest.register_craftitem("unifieddyes:" .. hue, { minetest.register_craftitem("unifieddyes:" .. hue, {
description = "Bright " .. hue, description = "Full " .. hue,
inventory_image = "unifieddyes_" .. hue .. ".png", inventory_image = "unifieddyes_" .. hue .. ".png",
groups = {dye=1}, groups = {dye=1},
}) })
minetest.register_craftitem("unifieddyes:light_" .. hue, {
description = "Light " .. hue,
inventory_image = "unifieddyes_light_" .. hue .. ".png",
groups = {dye=1},
})
end end

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