[Mod] Unified Dyes [20130721][unifieddyes]

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by VanessaE » Mon Dec 03, 2012 19:36

I don't have any way to debug that - it's most likely a problem with your browser.
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by prestidigitator » Fri Mar 08, 2013 08:51

Have you considered supplying a fully in-game mode with color backgrounds plus a specified overlay, using the "image1^image2" composite texture syntax? The one tricky bit is that I believe the images will have to be the same size. However, you could use slightly more complicated texture syntax to tile a background color N times, allowing one base 16x16 background image (for example) to be used for any overlay image that is a multiple of 16 pixels in each direction (the dependent mod would have to specify the image size). For example, to create a 32x32 composite image where the background is "background.png" and the overlay is "overlay.png", I believe the following should work:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
[combine:32x32:0,0=background.png:16,0=background.png:0,16=background.png:16,16=background.png:0,0:overlay.png


I haven't tried this yet, but it came to mind when I was looking over the mod code and I thought I would mention it. I may try it later and report on the results if no one else does first.
 

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by prestidigitator » Fri Mar 08, 2013 22:42

The simple "a^b" compositing seems to work well. I created a tileable veins overlay to create a stone like texture and some flat colored backgrounds with the desired HSV colors, all at 256x256 resolution. I haven't tried the tiled version of the color backgrounds yet.
 

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by prestidigitator » Fri Mar 08, 2013 22:52

Okay. Simple enough. I tried a variation where the background color image was 128x128, and "combined" it 4 times before adding in the veins overlay. Seems to work perfectly. So I think if you were to supply some simple flat color background images with this mod, plus some functions to compose a texture string given background color, size (multiple of 16x16), and an overlay image name, then mods depending on this one could just include a single overlay image to create all their colored stuff.
 

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by prestidigitator » Sat Mar 09, 2013 03:25

Maybe combining into large textures isn't a good idea though. Trying to tile 16x16 images to get a 256x256 texture results in:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
19:21:58: ERROR[ServerThread]: ERROR: An unhandled exception occurred: String too long for serializeString

In thread 7f937d7e6700:
/home/user/tmp/mt/src/pack/minetest-0.4.4+066b031+presti/src/server.cpp:102: virtual void* ServerThread::Thread(): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7f937d7e6700:
#0  virtual void* ServerThread::Thread()
(Leftover data: #1  void Server::Receive())
(Leftover data: #2  void Server::ProcessData(irr::u8*, irr::u32, irr::u16))
(Leftover data: #3  static void Server::SendNodeDef(con::Connection&, irr::u16, INodeDefManager*, irr::u16))
DEBUG STACK FOR THREAD 7f938c38a740:
#0  int main(int, char**)
(Leftover data: #1  void Server::step(float))
(Leftover data: #2  virtual void ClientEnvironment::step(float))
(Leftover data: #3  void Client::Receive())
(Leftover data: #4  void Client::ProcessData(irr::u8*, irr::u32, irr::u16))
Aborted (core dumped)


So it's an interesting way to core dump the server anyway....
 

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by prestidigitator » Sat Mar 09, 2013 05:53

With PNG compression a 256x256 solid color image takes up about 650 bytes anyway, so it probably wouldn't be too bad to provide textures all the way from 16x16 up to 512x512 or whatever. Maybe provide half of them and tile just up to 2x2....
 

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by VanessaE » Sat Mar 09, 2013 06:57

What you propose is doable, for sure, but I didn't see much of a point in it, because each person's mod will need slightly different color overlays - what works for cotton wouldn't work for bricks or wood because the colors may not come out the way the author of the mod intends.
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by prestidigitator » Sat Mar 09, 2013 07:28

Hmm. Perhaps. What I did here to create some colored stone is create an overlay of veins in the stone, make it partially transparent, and stick it over the plain color background. Transparent pixels used the dye color. Partially transparent pixels blended in part of the dye color. And opaque pixels were straight from the overlay, of course. This allowed me to create dark streaks (all the way to black), light streaks (all the way to white), and let the rest take on the color of the dye. I used procedural textures from Blender for the streaks, and post processed them to make them seamlessly tileable. My wife now has 89 colors of HD textured stone with which to build her houses. Heh.
 

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by 2232 » Tue Mar 12, 2013 17:05

Its says: 'failed to load and run'. What did I do wrong??
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by VanessaE » Tue Mar 12, 2013 17:49

Did you remember to install the Plantlife modpack?

Please post the complete error message from your (minetestfolder)/debug.txt
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by 2232 » Tue Mar 12, 2013 18:39

I should have all of those modpack, but let me check. I have plantlife-master.

This is the exact message:
ModError: Failed to load and run
/home/2232/downloads/minetest/bin/../mods/minetest/vanessaE-unifieddyes-a685...

I hope you can solve the problem :)
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by Traxie21 » Tue Mar 12, 2013 18:51

rename the folder to unifieddyes.

minetst dosnt support dashes.
 

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by VanessaE » Tue Mar 12, 2013 19:21

What Traxie21 said, also it has to be named such because the mod name is "unifieddyes", not "vanessae-unifieddyes-blahblah" like github keeps insisting on doing.

Fwiw, dashes are valid in a folder name, but only in a modpack, which Unified Dyes is not.
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by 2232 » Tue Mar 12, 2013 20:07

VanessaE wrote:What Traxie21 said, also it has to be named such because the mod name is "unifieddyes", not "vanessae-unifieddyes-blahblah" like github keeps insisting on doing.

Fwiw, dashes are valid in a folder name, but only in a modpack, which Unified Dyes is not.


I've renamed it 'dyes', but I will try 'unifieddyes'. It works now- thanks :)
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by Sokomine » Mon Apr 22, 2013 18:38

There are many servers out there which have more or less insane receipes for colors. On one server, you get blue from cooking cactus, and someone eventually found out that mese fragments did create yellow. On another server, you get blue from mixing colored wool which was in turn colored by apples and tree thrunks. Flowers as color sources are much more logical. There ought to be a more unified mechanism for those colors and this mod more wide-spread. Servers without flowers could be offered sensible alternatives (apple=red, cactus=green, wood=yellow - even though those items are not really suitable as color sources, they bear at least a similar color which is important for memorizing receipes).

While the mod does not seem to have any impact on speed while the game runs, it does have an impact on load time/connection time. I'd really appreciate a *limited* set of colors, say around 16. Apart from wool, coloredwood is also very nice to build with. Sticks could be skipped since you can hardly use them for building directly. Fences can be colored after crafting. No point in wasting connection time on all those sticks. Something similar applies to unifiedbricks: They would be very nice as building materials, but not with that many nodes. Clay lumps and individual bricks do not need to be colored. For each color, one clay block, one brick block and one of the nice multicolor bricks ought to be enough. Fortionately, unifiedbricks seems to be configurable already.
[Edit] Same applies to the stained glass mod.
Having of each a set of about roughly 16 (color pigment, dye base, wool, wood, fence, clay, brick, multicolor brick) already multiplies to a lot of blocks but would be very nice to have on servers intended for building. Granted, this way you'll always miss *the* specific color you're looking for, but having all of them does not help most players to build better...it only increases load time and makes that bug with disappearing inventory images occour much sooner.
Last edited by Sokomine on Mon Apr 22, 2013 18:42, edited 1 time in total.
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by VanessaE » Tue Apr 23, 2013 02:58

Unified dyes shouldn't add any significant time to starting the game. It only adds some 90 or so craft items, an equivalent number of recipes, and no nodes.

Mods that abuse UD on the other hand will :-)

For colored wood, you have to be able to color the wood itself as well as the fences, so the colored sticks are there in the interest of avoiding wasting dyes.

You're supposed to be able to do:
dye + wood -> colored wood -> colored sticks -> colored fences
...or...
plain wood -> plain sticks -> plain sticks in fence pattern + dye -> colored fences
...or...
plain wood -> plain sticks -> plain fence -> plain fence + dye -> colored fence
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by Sokomine » Wed Apr 24, 2013 00:01

That's an argument for the colored sticks, yes. Regarding load time, I'd still prefer to have less nodes that are not directly needed. Some colored nodes are better than none at all :-)
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by VanessaE » Tue Apr 30, 2013 10:11

2013-04-30: Multiple changes

* Refactored the code to use default "common" dyes rather than getting colors 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. Dye is normally activated in the standard "build" and "minetest_game" games, while the former also has flowers by default.

* 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.
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by Sokomine » Wed May 01, 2013 14:54

I liked the old dye base and the effort it took to create colors. In my first singleplayer world, I even had a chest with flowers, pigments and color bases just for the fun of it.
Of course it's nice if dyes become more usable and wide-spread now and if the receipes make more sense thanks to flowers beeing in dye.
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by Sokomine » Mon Jul 22, 2013 22:47

If you are using unifieddyes and/or any mods that use it, have a look at my spray booth/colormachine mod. It makes usage of the colors much easier, and you can explore such mods as unifiedbricks or coloredwood much better.
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by Topywo » Sun Aug 11, 2013 22:31

I stumbled upon this small typo for the lightgrey dye:

line 108:

groups = { dye=1, excolor_red_violet=1, unicolor_red_violet=1, not_in_creative_inventory=1 }

I guess it must be:

groups = { dye=1, excolor_light_grey=1, unicolor_light_grey=1, not_in_creative_inventory=1 }


Edit: I forgot the not_in_creative_inventory=1 part.
Last edited by Topywo on Sun Aug 11, 2013 23:25, edited 1 time in total.
 

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by VanessaE » Mon Aug 12, 2013 04:00

Oops! fixed in git.

(you were close, it should be excolor_lightgrey and unicolor_light_grey).
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by Azuna » Sat Oct 19, 2013 17:05

is there this for an earlier version? say, 0.4.4? (sorry :P)
 

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by Topywo » Sat Oct 19, 2013 23:53

Azuna wrote:is there this for an earlier version? say, 0.4.4? (sorry :P)


Maybe this one works:
https://dl.dropboxusercontent.com/u/65428713/unified%20dyes%20(VanessaE-unifieddyes-2f02d5c).zip

You'll need an flower mod too. I hope this works fine:
https://dl.dropboxusercontent.com/u/65428713/flowers%20(VanessaE-flowers-1c4c093).zip
 

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Re: [Mod] Unified Dyes [20130721][unifieddyes]

by VanessaE » Mon Jan 30, 2017 12:08

This mod now supports the engine's hardware-based, dynamic param2 colorization method.

In light of that, I've added functions to the mod to allow other mods to call into it for more direct color handling. In particular, there are:

  • Several palettes that implement the standard Unified Dyes color scheme, in various forms to support the different types of param2 coloring supported by the engine:
    • The master palette contains 89 colors (and 167 unused pixels; maybe I'll add more colors, as it should be trivial to do so), arranged in a form similar to the image in the first post of this thread, but rotated
    • The "wallmounted" palette contains 32 colors, comprised of eight hues (red, orange, yellow, green, cyan, blue, violet, and magenta), each in three shades (full, medium, and dark), plus black, light grey, medium grey, dark grey, and white, and also pink, brown, and light blue.
    • The "colorfacedir" palettes consist of thirteen 8x1 pixel strips - one per base hue (red, orange, yellow, ...), each containing the 7 standard lightness+saturation variants for that hue (plus one white, unused pixel). That makes twelve; the thirteenth one is for the five greys (plus three unused pixels). When using these palettes, you must provide 13 unique nodes in your mod, named with an appropriate hue and linked to the appropriate palette. Together, they comprise the full 89 colors.
  • An on_use handler which is applied to all dyes, to deal with coloring a node that's been placed in the world. In order for a node to respond to this, you must add "ud_param2_colorable = 1" to its groups, plus appropriate palette and paramtype2 settings.
  • An after_dig_node handler you can add to your node definition, to deal with giving back the color last used on the node
  • Palette lookup handlers for mods to use elsewhere (for example, in an LBM used to convert old static nodes to dynamic colorization)
Mods that use Unified Dyes are not required to use these new functions, but of course it's strongly encouraged, as doing so gives your mod access to the entire palette without requiring hundreds of static nodes.

You will need a Minetest engine build made on January 24 (actually git commit d04d8aba), or newer, an equivalent update for minetest_game, otherwise newly-placed blocks that use the above handlers can't actually be colored (as far as I know, just nothing will happen).
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Re: [Mod] Unified Dyes [git][unifieddyes]

by VanessaE » Mon Feb 06, 2017 15:57

Small update: added light_blue to that last unused slot in the "colorwallmounted" palette.

Another small update: a few colors were not correct to UD standard, so I completely re-drew the main palette with RGB values set manually, then adjusted brightess and saturation as needed for each shade, then did a bunch of copy-and-paste to re-generate the "colorwallmounted" and split palettes (pink and brown in the former remain unchanged).
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Re: [Mod] Unified Dyes [git][unifieddyes]

by cheapie » Tue Feb 07, 2017 23:54

VanessaE wrote:a few colors were not correct to UD standard


Says the person that made the color swatches I got the values from :P
 

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Re: [Mod] Unified Dyes [20130721][unifieddyes]

by VanessaE » Wed Feb 08, 2017 00:08

I plead the fifth :P
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Re: [Mod] Unified Dyes [20130721][unifieddyes]

by Fixerol » Tue Feb 14, 2017 22:53

Players who are using 0.4.15 stable may prefer this version. Newest version is for 0.4.15-dev and beyond.
 

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Re: [Mod] Unified Dyes [20130721][unifieddyes]

by VanessaE » Sat Feb 25, 2017 08:50

This mod now supports a full 256-color palette (see first post for details). I have also temporarily dropped support for that "unicolor"/"excolor" groups stuff, since nothing used it that I'm aware of.
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