mirror of
https://github.com/mt-mods/unifieddyes.git
synced 2024-11-22 23:43:45 +01:00
fixed some missing commas caused byt he previous groups= change.
This commit is contained in:
parent
f0d13d1a39
commit
f63d48b6f2
@ -1,5 +1,7 @@
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Changelog:
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2012-07-13: Fixed some missing commas.
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2012-07-13: Added a script to aid in the generation of new textures for mods
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that depend on unifieddyes. Moved this changelog from the forum into the
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distribution directory. Rewrote the README to contain everything from the
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10
init.lua
10
init.lua
@ -388,13 +388,13 @@ for i = 1, 12 do
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minetest.register_craftitem("unifieddyes:dark_" .. hue .. "_s50", {
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description = "Dark " .. hue .. " (low saturation)",
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inventory_image = "unifieddyes_dark_" .. hue .. "_s50.png"
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inventory_image = "unifieddyes_dark_" .. hue .. "_s50.png",
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groups = {dye=1},
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})
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minetest.register_craftitem("unifieddyes:dark_" .. hue, {
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description = "Dark " .. hue,
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inventory_image = "unifieddyes_dark_" .. hue .. ".png"
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inventory_image = "unifieddyes_dark_" .. hue .. ".png",
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groups = {dye=1},
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})
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@ -406,19 +406,19 @@ for i = 1, 12 do
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minetest.register_craftitem("unifieddyes:medium_" .. hue, {
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description = "Medium " .. hue,
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inventory_image = "unifieddyes_medium_" .. hue .. ".png"
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inventory_image = "unifieddyes_medium_" .. hue .. ".png",
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groups = {dye=1},
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})
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minetest.register_craftitem("unifieddyes:" .. hue .. "_s50", {
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description = "Bright " .. hue .. " (low saturation)",
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inventory_image = "unifieddyes_" .. hue .. "_s50.png"
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inventory_image = "unifieddyes_" .. hue .. "_s50.png",
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groups = {dye=1},
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})
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minetest.register_craftitem("unifieddyes:" .. hue, {
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description = "Bright " .. hue,
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inventory_image = "unifieddyes_" .. hue .. ".png"
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inventory_image = "unifieddyes_" .. hue .. ".png",
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groups = {dye=1},
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})
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235
modtemplate.lua
Normal file
235
modtemplate.lua
Normal file
@ -0,0 +1,235 @@
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-- Generic colored-objects template by Vanessa Ezekowitz ~~ 2012-07-13
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-- License: WTFPL
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-- Before using this code, consult the README, particularly the "Semi-
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-- automatic generation of textures" section at the end, which descibes the
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-- use of the gentextures.sh BASH script included in this package. You"ll
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-- need to either follow those instructions or create your textures the usual,
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-- manual way. Without textures, this code won"t be very useful. :-)
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-- When configured properly, this code creates node names that follow the
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-- naming convention established in Unified Dyes, such as "mymod:red" or
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-- "mymod:dark_yellow_s50".
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-- ===========================================================================
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-- Edit the next several variables to define what mod this template will
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-- generate and how it should behave in general.
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-- ===========================================================================
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-- First, the standard machine-readable name of your mod
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colored_block_modname = "template_mod"
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-- Human-readable description of the category of nodes you want to generate
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colored_block_description = "My Colored Block"
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-- The full node name of the neutral version of your main block as it
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-- exists right after crafting or mining it, before any dyes have been
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-- applied. Typically, this should refer to the white version of your
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-- mod's main block, but it can be anything as long as it makes sense.
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neutral_block = colored_block_modname .. ":white"
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-- This variable defines just how many of a given block a crafting operation
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-- should give. In most cases, the default (1) is correct.
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colored_block_yield = "1"
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-- If this object should let sunlight pass through it, set this to "true".
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-- Otherwise, set it to "false" (the default).
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colored_block_sunlight = "false"
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-- If the node should be something you can stand on, set this to "true"
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-- (the default). Otherwise, set it to false.
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colored_block_walkable = "true"
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-- What groups should the generated nodes belong to?
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colored_block_groups = "{ snappy = 3, flammable = 2 }"
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-- What sound should be played when the node is digged?
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colored_block_groups = "default.node_sound_leaves_defaults()"
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-- ======================================================
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-- You shouldn"t need to edit anything below this point.
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-- ======================================================
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-- ------------------------------------------------------------------
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-- Generate all of the base color node definitions and all variations
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-- except for the greyscale stuff.
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-- Hues are on a 30 degree spacing starting at red = 0 degrees.
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-- "s50" in a file/item name means "saturation: 50%".
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-- Texture brightness levels for the colors are 100%, 66% ("medium"),
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-- and 33% ("dark").
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shades = {
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"dark",
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"medium",
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"" -- represents "no special shade name", e.g. bright.
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}
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shades2 = {
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"Dark ",
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"Medium ",
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"" -- represents "no special shade name", e.g. bright.
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}
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hues = {
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"red",
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"orange",
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"yellow",
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"lime",
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"green",
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"aqua",
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"cyan",
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"skyblue",
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"blue",
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"violet",
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"magenta",
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"redviolet"
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}
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hues2 = {
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"Red ",
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"Orange ",
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"Yellow ",
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"Lime ",
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"Green ",
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"Aqua ",
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"Cyan ",
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"Sky Blue ",
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"Blue ",
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"Violet ",
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"Magenta ",
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"Red-violet "
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}
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greys = {
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"black",
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"darkgrey",
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"mediumgrey",
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"lightgrey",
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"white"
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}
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greys2 = {
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"Black ",
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"Dark Grey ",
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"Medium Grey ",
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"Light Grey ",
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"White "
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}
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greys3 = {
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"black",
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"darkgrey_paint",
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"mediumgrey_paint",
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"lightgrey_paint",
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"white_paint"
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}
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for shade = 1, 3 do
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shadename = shades[shade]
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shadename2 = shades2[shade]
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for hue = 1, 12 do
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huename = hues[hue]
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huename2 = hues2[hue]
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minetest.register_node(colored_block_modname .. ":" .. shadename .. "_" .. huename, {
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description = shadename2 .. huename2 .. colored_block_description,
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tiles = { colored_block_modname .. "_" .. shadename .. "_" .. huename .. ".png" },
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inventory_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. ".png",
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wield_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. ".png",
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sunlight_propagates = colored_block_sunlight,
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paramtype = "light",
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walkable = colored_block_walkable,
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groups = colored_block_groups,
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sounds = colored_block_groups
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})
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minetest.register_node(colored_block_modname .. ":" .. shadename .. "_" .. huename .. "_s50", {
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description = shadename2 .. huename2 .. colored_block_description .. " (50% Saturation)",
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tiles = { colored_block_modname .. "_" .. shadename .. "_" .. huename .. "_s50.png" },
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inventory_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. "_s50.png",
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wield_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. "_s50.png",
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sunlight_propagates = colored_block_sunlight,
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paramtype = "light",
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walkable = colored_block_walkable,
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groups = colored_block_groups,
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sounds = colored_block_groups
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})
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minetest.register_craft( {
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type = "shapeless",
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output = colored_block_modname .. ":" .. shadename .. "_" .. huename .. " " .. colored_block_yield,
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recipe = {
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neutral_block,
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"unifieddyes:" .. shadename .. "_" .. huename
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}
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})
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minetest.register_craft( {
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type = "shapeless",
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output = colored_block_modname .. ":" .. shadename .. "_" .. huename "_s50 " .. colored_block_yield,
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recipe = {
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neutral_block,
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"unifieddyes:" .. shadename .. "_" .. huename .. "_s50"
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}
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})
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end
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end
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-- ============================================================
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-- The 5 levels of greyscale.
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--
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-- Oficially these are 0, 25, 50, 75, and 100% relative to white,
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-- but in practice, they're actually 7.5%, 25%, 50%, 75%, and 95%.
|
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-- (otherwise black and white would wash out).
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for grey = 1,5 do
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greyname = greys[grey]
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greyname2 = greys2[grey]
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greyname3 = greys3[grey]
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minetest.register_node(colored_block_modname .. ":" .. greyname, {
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description = greyname2 .. colored_block_description,
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tiles = { colored_block_modname .. "_" .. greyname .. ".png" },
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inventory_image = colored_block_modname .. "_" .. greyname .. ".png",
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wield_image = colored_block_modname .. "_" .. greyname .. ".png",
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sunlight_propagates = colored_block_sunlight,
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paramtype = "light",
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walkable = colored_block_walkable,
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groups = colored_block_groups,
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sounds = colored_block_groups
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})
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minetest.register_craft( {
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type = "shapeless",
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output = colored_block_modname .. ":" .. greyname .. " " .. colored_block_yield,
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recipe = {
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neutral_block,
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"unifieddyes:" .. greyname3
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}
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})
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end
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print("[" .. colored_block_modname .. "] Loaded!")
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|
235
modtemplate.lua~
Normal file
235
modtemplate.lua~
Normal file
@ -0,0 +1,235 @@
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-- 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"
|
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|
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-- 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!")
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user