Modified tintTexture() to look more like the original grass color
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14
textures.py
14
textures.py
@@ -21,7 +21,7 @@ from cStringIO import StringIO
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import math
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import numpy
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from PIL import Image, ImageEnhance
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from PIL import Image, ImageEnhance, ImageOps
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import util
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@@ -497,7 +497,7 @@ def generate_special_texture(blockID, data):
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return (img.convert("RGB"), img.split()[3])
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if blockID == 2: # grass
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top = transform_image(tintTexture(terrain_images[0],(0,255,0,255)))
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top = transform_image(tintTexture(terrain_images[0],(170,255,50)))
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side1 = transform_image_side(terrain_images[3])
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side2 = transform_image_side(terrain_images[3]).transpose(Image.FLIP_LEFT_RIGHT)
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@@ -509,7 +509,7 @@ def generate_special_texture(blockID, data):
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return (img.convert("RGB"), img.split()[3])
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if blockID == 18: # leaves
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t = tintTexture(terrain_images[52], (0, 255, 0, 255))
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t = tintTexture(terrain_images[52], (170, 255, 50))
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top = transform_image(t)
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side1 = transform_image_side(t)
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side2 = transform_image_side(t).transpose(Image.FLIP_LEFT_RIGHT)
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@@ -525,10 +525,10 @@ def generate_special_texture(blockID, data):
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return None
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def tintTexture(im, c):
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color_map = []
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for component in c:
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color_map.extend(int(component/255.0*i) for i in range(256))
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return im.point(color_map)
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# apparently converting to grayscale drops the alpha channel?
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i = ImageOps.colorize(ImageOps.grayscale(im), (0,0,0), c)
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i.putalpha(im.split()[3]); # copy the alpha band back in. assuming RGBA
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return i
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# This set holds block ids that require special pre-computing. These are typically
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# things that require ancillary data to render properly (i.e. ladder plus orientation)
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