Commit Graph

18 Commits

Author SHA1 Message Date
Vanessa Ezekowitz
1c7f403f29 add "split" palette for mods that need facedir + param2 color 2017-01-25 18:21:26 -05:00
Vanessa Ezekowitz
1426efb517 include standard 89-color UD palette 2017-01-25 13:56:31 -05:00
Vanessa Ezekowitz
da0bba41f0 Ran all textures through pngquant. 2013-05-30 17:29:52 -04:00
Vanessa Ezekowitz
83c8605a1a Ran all textures through pngcrush. 2013-05-30 15:48:18 -04:00
Vanessa Ezekowitz
cce31fa00a update readme, delete obsolete unified dyes textures 2013-04-30 06:28:26 -04:00
Vanessa Ezekowitz
a9c803b14f Refactored the code to use default "common" dyes
rather than directly from flowers.

This mod now depends on "default" and "dye" from the Minetest common
sub-game.  Since the default dye mod uses default flowers, this mod no
longer checks for what version of flowers you're using, or even depends
on it.

Bottle-based textures have been replaced with piles of dye powder, based
on the default red dye texture.

All dyes are obtained by crafting, not cooking, for consistency with the
default dye mod.

The somewhat-complicated method using separate "pigment" powders, glass
bottles and "liquid dye base" has been done away with.  Now it's just
dry dye powders, as with the default dye mod.

Also, got rid of the whole paint scheme, in favor of dry powders.

All old dyes, paints, and Unified Dyes pigment powders have been aliased
back to the standard dye powders.
2013-04-30 06:08:34 -04:00
Vanessa Ezekowitz
48356ea59c Added a "version" check for the flowers dependency:
If the flowers mod defines "flowers:flower_geranium" (as is the case with my update of 2012-08-01), then those will
be used to get blue pigment powder, and violas will produce violet powder, both of which can be directly used to
create their respective liquid dye colors.  If it is not defined (e.g. the user has an older version of the flowers
mod), then violas produce blue dye powder.  Violet dye can still be formed by mixing blue and magenta or blue and
red dyes, as before.
2012-08-01 19:14:49 -04:00
Vanessa Ezekowitz
c785198bd8 Added in the non-blended versions of the bottle textures as a set of
alternates.
2012-07-29 19:14:32 -04:00
Vanessa Ezekowitz
8f9659605e Better bottle textures.
Note that these are blended against the 50% grey field they normally appear on
in the inventory display, so they will show artifacts if you try to wield them.
Don't do that. :-)
2012-07-29 18:36:51 -04:00
Vanessa Ezekowitz
2cf0a48b5c added in a missing texture. 2012-07-26 18:43:17 -04:00
Vanessa Ezekowitz
018ebf16b2 deleted some outdated and redundant files. 2012-07-26 18:39:46 -04:00
Vanessa Ezekowitz
2bb349feb4 Replaced bottles with better textures, making use of the gentextures.sh's
overlay feature (namely alpha blending, for more consistent bottle images).
Replaced the two source images with what I just used.
2012-07-26 18:34:11 -04:00
Vanessa Ezekowitz
14d8a71d18 Changes how glass bottles work and are made.
Now, you craft 5 glass blocks in a U shape, which gives 15 bottles.
Use 6 plus jungle grass and water bucket to get 6 dye base,
craft three to get back a glass block.
2012-07-24 21:55:35 -04:00
Vanessa Ezekowitz
bd11247b0c Added some extra steps in the dye-making process (increases difficulty). 2012-07-24 17:56:03 -04:00
Vanessa Ezekowitz
e27c093d14 removed another redundant file. 2012-07-16 23:05:45 -04:00
Vanessa Ezekowitz
ed483dd337 removed some excess files created from the last time gentextures ran. 2012-07-16 22:45:41 -04:00
Vanessa Ezekowitz
711206099b 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.
2012-07-16 10:53:56 -04:00
Vanessa Ezekowitz
02313f504d first commit 2012-07-12 17:49:46 -04:00