Alchemistry

Alchemistry

16M Downloads

[Suggestion] Seperate mask for compound element

Senjosei opened this issue ยท 10 comments

commented

Hi im currently doing some retexturing and modeling for this mod but then i realized the compound elements are using the same texture and the colors are multiplied in. Can we have a seperate mask texture that specifies which part should be colorized? thnx
2019-08-29_23 04 25
Heres some part of my progress *ignore weird shading due to shaders

commented

I don't know enough about 'masks' to know how exactly I should format that, but everything in this image that is not black or transparent is recolored, so hopefully that's enough information for you.
compound

commented

this is an example: say this is my base texture

image
with the current system everything including the bottle and cap is going to be colored like this

image
if i can specify a mask like this

image
the colored area will only be the black pixels so the result will be like this

image

could also make it so in the mask: black = 100% colorize strength, white = 0% colorize strength, and anything in between is x% strength

commented

Sorry if i'm being dismissive, but it seems like you are more knowledgeable about this and could easily do it on your own for your own usage based on what I mentioned in the last comment?

commented

Okay.. I decided to take a minute to do it anyway. I removed the black and greyscaled the rest, that should be good, right?

compound

commented

Err what i mean is that right now if resource pack makers want to customize the way compund looks, every pixel in the compound.png will be tinted except black/transparent. It would be nice if either,

  1. Theres a mask like i described above or
  2. Seperate the "bottle" and the "contents" into seperate pngs and only tint the "contents"
    I would try make a PR but im not familiar with kotlin+mc modding
commented

Just like this I made a 1.14.4 version of the element texture:
element
In order: Solid, Liquid, Gaz and Synthetic
I created these texture since I'm making a special resourcepack for my modpack

commented

The best solution is to make different texture for EACH compound, like for the element. Ingot sould be like this too

commented

I could, though it makes the ability to add custom compounds with crafttweaker significantly more difficult. Ease of adding new compounds is more important to me to be totally blunt. Maybe I will change this in 1.14, but in 1.12 this likely won't change.

commented

I'm making a modpack so this + the other issue I made really interest me.
I DON'T force you to do it, but if someone create element with crafttweaker, he would, most of the time, create compound of these elements so in anycase he will need to create the texture of the elements. It would just add an other step by making the compound texture + it would allow to make custom texture for each compound which is great.
If you want, I could make every compound texture in 1 day
As I say I don't force you to do it
(Also adding a new texture is not the wrost thing to do, since it's just a color change and you doesn't need to add letter like for the elements)

commented

I don't plan on making any more changes like this to 1.12, I am no longer supporting 1.14 or 1.15, but the 1.16 version now uses masks like this.