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Corrected pumpkin rendering, Hacky tinting for grass, leaves

* Pumpkins and Jack-o-lanterns now face the correct direction
 * Pumpkins and jack-o-lanterns now have different textures (thanks
   alexjurkiewicz).  one is lit, the other is not
 * a bad looking green tint is applied to grass and to leaves
   Someone please make this better
This commit is contained in:
Andrew Chin
2010-11-02 20:46:56 -04:00
parent 2c49113bd2
commit 290269f8fe

View File

@@ -394,10 +394,10 @@ def generate_special_texture(blockID, data):
return (img.convert("RGB"), img.split()[3]) return (img.convert("RGB"), img.split()[3])
if blockID in (86,91): # jack-o-lantern if blockID in (86,91): # jack-o-lantern
print "generating special for pumpkins"
top = transform_image(terrain_images[102]) top = transform_image(terrain_images[102])
side1 = transform_image_side(terrain_images[118]) frontID = 119 if blockID == 86 else 120
side2 = transform_image_side(terrain_images[119]).transpose(Image.FLIP_LEFT_RIGHT) side1 = transform_image_side(terrain_images[frontID])
side2 = transform_image_side(terrain_images[118]).transpose(Image.FLIP_LEFT_RIGHT)
img = Image.new("RGBA", (24,24), (38,92,255,0)) img = Image.new("RGBA", (24,24), (38,92,255,0))
@@ -496,13 +496,43 @@ def generate_special_texture(blockID, data):
return (img.convert("RGB"), img.split()[3]) return (img.convert("RGB"), img.split()[3])
if blockID == 2: # grass
top = transform_image(tintTexture(terrain_images[0],(0,255,0,255)))
side1 = transform_image_side(terrain_images[3])
side2 = transform_image_side(terrain_images[3]).transpose(Image.FLIP_LEFT_RIGHT)
img = Image.new("RGBA", (24,24), (38,92,255,0))
img.paste(side1, (0,6), side1)
img.paste(side2, (12,6), side2)
img.paste(top, (0,0), top)
return (img.convert("RGB"), img.split()[3])
if blockID == 18: # leaves
t = tintTexture(terrain_images[52], (0, 255, 0, 255))
top = transform_image(t)
side1 = transform_image_side(t)
side2 = transform_image_side(t).transpose(Image.FLIP_LEFT_RIGHT)
img = Image.new("RGBA", (24,24), (38,92,255,0))
img.paste(side1, (0,6), side1)
img.paste(side2, (12,6), side2)
img.paste(top, (0,0), top)
return (img.convert("RGB"), img.split()[3])
return None return None
def tintTexture(im, c):
color_map = []
for component in c:
color_map.extend(int(component/255.0*i) for i in range(256))
return im.point(color_map)
# This set holds block ids that require special pre-computing. These are typically # This set holds block ids that require special pre-computing. These are typically
# things that require ancillary data to render properly (i.e. ladder plus orientation) # things that require ancillary data to render properly (i.e. ladder plus orientation)
special_blocks = set([66,59,61,62, 65,64,71,91,86]) special_blocks = set([66,59,61,62, 65,64,71,91,86,2,18])
# this is a map of special blockIDs to a list of all # this is a map of special blockIDs to a list of all
# possible values for ancillary data that it might have. # possible values for ancillary data that it might have.
@@ -519,6 +549,13 @@ special_map[86] = range(5) # pumpkin
# apparently pumpkins and jack-o-lanterns have ancillary data, but it's unknown # apparently pumpkins and jack-o-lanterns have ancillary data, but it's unknown
# what that data represents. For now, assume that the range for data is 0 to 5 # what that data represents. For now, assume that the range for data is 0 to 5
# like torches # like torches
special_map[2] = (0,) # grass
special_map[18] = range(16) # leaves
# grass and leaves are now graysacle in terrain.png
# we treat them as special so we can manually tint them
# it is unknown how the specific tint (biomes) is calculated
# leaves have ancilary data, but its meaning is unknown (age perhaps?)
specialblockmap = {} specialblockmap = {}