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.
This commit is contained in:
Vanessa Ezekowitz 2012-07-15 13:43:41 -04:00
parent ced9969e2b
commit f19c11e92f
4 changed files with 61 additions and 648 deletions

111
README

@ -120,56 +120,8 @@ the item names follow the same format as the filenames, save for having a colon
(:) instead of the first underscore (_). (:) instead of the first underscore (_).
Semi-automatic generation of new textures Semi-automatic generation of nodes, crafting recipes, and textures
========================================= ==================================================================
Obviously, in order for this mod to be useful, you'll need textures to use with
your crafting recipes. If you plan to support the entire range of colors
supplied by this mod, there is a BASH script included in the distribution
directory, named gentextures.sh, which will, with an appropriately- colored and
appropriately-named source texture, generate a complete set of colored and
greyscale textures based on that first one.
This 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.
To make this script for your mod, open it in your favorite editor and change
the TEXTURE variable near the top of the file to whatever your particular mod
will use as the basis of its texture filenames. For example, the default is
cotton, so the files created by the script will be named cotton_xxxxxx.png for
each of the supported colors.
Then, 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.
Copy the gentextures.sh script to the same directory where you placed the base
texture, chmod 755 gentextures.sh if necessary, and run it using the usual
dot-slash notation: ./gentextures.sh
The program will exit immediately if it can't find the base texture it needs
(i.e. if you didn't supply it, or if you named it wrong, or if it isn't it in
the same directory as the script).
Otherwise, the program will create a new folder named generated-textures/ and
then 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). All of the output files will be placed in that folder.
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.
Example Code
============
Along with this mod, you should also download my modding template, which is 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 quite easy to transform into whatever mod you want to create that needs
@ -191,3 +143,62 @@ fetch it separately from here:
Download Template: https://github.com/VanessaE/modtemplate/zipball/master Download Template: https://github.com/VanessaE/modtemplate/zipball/master
...or browse the code: https://github.com/VanessaE/modtemplate ...or browse the code: https://github.com/VanessaE/modtemplate
Semi-automatic generation of new textures
=========================================
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.

@ -1,116 +0,0 @@
#!/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 " bright"
convert $base_texture -modulate 100,100,$hue2 $composite_file "generated-textures/"$TEXTURE"_"$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 " bright, 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"

@ -1,247 +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 = "template"
-- 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? Note that this must
-- be in the form of a table as in the default.
colored_block_groups = { snappy=3, flammable=2 }
-- What sound should be played when the node is digged?
colored_block_sound = "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]
colorname = colored_block_modname..":"..shadename..huename
pngname = colored_block_modname.."_"..shadename..huename..".png"
nodedesc = shadename2..huename2..colored_block_description
s50colorname = colored_block_modname..":"..shadename..huename.."_s50"
s50pngname = colored_block_modname.."_"..shadename..huename.."_s50.png"
s50nodedesc = shadename2..huename2..colored_block_description.." (50% Saturation)"
minetest.register_node(colorname, {
description = nodedesc,
tiles = { pngname },
inventory_image = pngname,
wield_image = pngname,
sunlight_propagates = colored_block_sunlight,
paramtype = "light",
walkable = colored_block_walkable,
groups = colored_block_groups,
sounds = colored_block_sound
})
minetest.register_node(s50colorname, {
description = s50nodedesc,
tiles = { s50pngname },
inventory_image = s50pngname,
wield_image = s50pngname,
sunlight_propagates = colored_block_sunlight,
paramtype = "light",
walkable = colored_block_walkable,
groups = colored_block_groups,
sounds = colored_block_sound
})
minetest.register_craft( {
type = "shapeless",
output = colorname.." "..colored_block_yield,
recipe = {
neutral_block,
"unifieddyes:"..shadename.."_"..huename
}
})
minetest.register_craft( {
type = "shapeless",
output = colorname.." "..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]
greyshadename = colored_block_modname..":"..greyname
pngname = colored_block_modname.."_"..greyname..".png"
nodedesc = greyname2..colored_block_description
minetest.register_node(greyshadename, {
description = nodedesc,
tiles = { pngname },
inventory_image = pngname,
wield_image = pngname,
sunlight_propagates = colored_block_sunlight,
paramtype = "light",
walkable = colored_block_walkable,
groups = colored_block_groups,
sounds = colored_block_sound
})
minetest.register_craft( {
type = "shapeless",
output = greyshadename.." "..colored_block_yield,
recipe = {
neutral_block,
"unifieddyes:"..greyname3
}
})
end
print("[" .. colored_block_modname .. "] Loaded!")

@ -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!")