Burli,
Why not just use an image mask with the noise, overlaying a flat colored node? The idea has more merit than some can see. While have the computer "generate" noise all the time may be processor intensive, applying image masks that define various "noise" types or even shadings that turn common default:stone into default:stone_blocks This deserves attention, because ultimately, it decreases the amount of data that a server needs to broadcast to clients. Instead of multiple 16x16 or 32x32 image files being sent for say, stone, stone_blocks, and stonebrick, an image mask can be recycled and applied to multiple "materials" nodes to create all the variations. I explore this reusability in my WIP mod
building_elements for generalizing nodebox shapes. Sorry for the shameless plug.
Tumeni,
In the lua-api.txt file in the docs folder, I found this.
Lines 244 through 271 give info about texture modifiers that can be added to the tiles definition of a node.
Example:
tiles = {"default_cobble.png^some_image_file_wilth_alpha_channel.png"}
This example would overlay the image that includes an alpha channel on top of the image used for default:cobblestone.
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`<t>` can be a number (between 0 and 7) or a transform name.
Rotations are counter-clockwise.
0 I identity
1 R90 rotate by 90 degrees
2 R180 rotate by 180 degrees
3 R270 rotate by 270 degrees
4 FX flip X
5 FXR90 flip X then rotate by 90 degrees
6 FY flip Y
7 FYR90 flip Y then rotate by 90 degrees
Example:
default_stone.png^[transformFXR90
Hope this helps.
Shad