Node Texture Colourised...

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TenPlus1
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Node Texture Colourised...

by TenPlus1 » Fri Jun 20, 2014 18:35

It's great that the wield_texture has a few commands to rotate the texture, flip it and even lighten and play with the alpha channel colour, but what would be even better is if node textures had the facility to colourise a current texture using hue and saturation levels e.g.

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
texture = "default_dirt.png^default_grass_side.png[hue196[sat50"


Image

This way mod makers can modify default textures or texture packs in-game to create a new look for mods with say coloured blue grass/wood instead of creating new textures...
Last edited by Jordach on Fri Jun 20, 2014 21:28, edited 2 times in total.
Reason: Added [code] tags, you're welcome! :3
 

4aiman
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Re: Node Texture Colourised...

by 4aiman » Fri Jun 20, 2014 19:12

If this would enable to create "enchantement" effect (e.g. constant change of colour w/o re-setting the wielded item) then it'll be even more amazing to have this :)
 

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Re: Node Texture Colourised...

by Jordach » Fri Jun 20, 2014 21:29

Another possibility would be;

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
texture = "default_pick_mese.png^[randhue[randsat"

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Re: Node Texture Colourised...

by TenPlus1 » Sat Jun 21, 2014 19:41

You would end up with a totally weird and wonderful world to explore with colours gone wild :)
 

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LionsDen
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Re: Node Texture Colourised...

by LionsDen » Sat Jun 21, 2014 21:42

I would like it if we could overlay a texture on top of a node in it's metadata when it is in the world. This would allow even more special effects.
 

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Re: Node Texture Colourised...

by TenPlus1 » Sun Jun 22, 2014 19:39

Yeah, could animate many things including lock nodes and maybe even character/living nodes...
 

4aiman
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Re: Node Texture Colourised...

by 4aiman » Tue Jun 24, 2014 10:08

LionsDen. I'm afraid this may have chances only in FM...
(If only devs have changed their opinion)
 

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Re: Node Texture Colourised...

by TenPlus1 » Mon Oct 06, 2014 14:57

This has thankfully been added to the latest 0.4.10 dev (6th Oct 2014) with the new colorize tag in images... e.g:

tiles = {"default_wood.png^[colorize:#FF000050"}, -- red wood

...thanks devs :)
 

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ExeterDad
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Re: Node Texture Colourised...

by ExeterDad » Tue Oct 07, 2014 02:32

I noticed that!
+1000
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BlockMen
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Re: Node Texture Colourised...

by BlockMen » Tue Oct 07, 2014 13:48

TenPlus1 wrote:This has thankfully been added to the latest 0.4.10 dev (6th Oct 2014) with the new colorize tag in images... e.g:

tiles = {"default_wood.png^[colorize:#FF000050"}, -- red wood

...thanks devs :)


Ah, here is the topic. I looked for but haven't found :D
 

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Re: Node Texture Colourised...

by 4aiman » Thu Oct 09, 2014 09:56

TenPlus1 wrote:This has thankfully been added to the latest 0.4.10 dev (6th Oct 2014) with the new colorize tag in images... e.g:

tiles = {"default_wood.png^[colorize:#FF000050"}, -- red wood

...thanks devs :)


If only it could be done on-the-fly for any node...
Smooth biome transitions might have benefit from it.
 

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Re: Node Texture Colourised...

by Hybrid Dog » Tue Nov 04, 2014 19:01

What about using just a colour with node position depending noise instead of a texture?
 

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Re: Node Texture Colourised...

by FreeLikeGNU » Sat Aug 22, 2015 15:20

I think it would be cool if it colored nodes map gen style with definable gradients. For instance grass that slightly varies in hue over distance within its biome. Maybe using a perlin noise map? It could add variation to the world.
 

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Re: Node Texture Colourised...

by 4aiman » Mon Aug 24, 2015 10:34

FreeLikeGNU wrote:I think it would be cool if it colored nodes map gen style with definable gradients. For instance grass that slightly varies in hue over distance within its biome. Maybe using a perlin noise map? It could add variation to the world.

There's a liquid issue on github with discussion of a set_node_overlay function. I find it related.
https://github.com/minetest/minetest/issues/3096
 


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