[Mod] Nodes for Pixelart based on color palettes [pixelart]

[Mod] Nodes for Pixelart based on color palettes [pixelart]

Postby Linuxdirk » Wed Apr 17, 2019 8:04 pm

Pixelart is a mod adding nodes grouped in color palettes to Minetest

Image

Using the Mod


The mod operates in two ways. In creative mode a player can take pixels (nodes) from the palette and place them in the world without any cost. For doing so the player needs to open the inventory and switch to the “Pixelart” tab and select one of the available palettes.

Image

When the world does not run in creative mode taking pixels costs a base node. The name of the base node is shown to the player via a chat line. When a player has one of the defined base node taking out one pixel (node) from the palette is possible.

In both cases the player needs at least one inventory slot where the node can be placed in.

Palettes


The built-in palettes all use Silver Sandstone as base node (default:silver_sandstone) when not in creative mode. All palettes are carefully created using original sources. Feel free to suggest interesting palettes for implementation.

The mod also allows using custom palettes on a per-world basis. Those custom palettes take precedence over the built-in palettes when having the same name as them. This allows overriding built-in palettes as well as removing them from the palettes list (see readme for more details).

Mod Meta


License: GPLv3 for code
Dependencies: default (Minetest >= 5.0.0), sfinv
Download latest version: pixelart-master.zip
Source/issues/etc.: GitLab
Translations: English (default), German
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Re: [Mod] Nodes for Pixelart based on color palettes [pixela

Postby R-One » Thu Apr 18, 2019 7:41 am

hi, great job!

You will be able to find palettes like the gameboy or gray scale and others on this site, it is enough then to sort by download to do this an idea. In gamedev, DB16 and DB32 are often used

https://lospec.com/palette-list

Would it be possible to support optional unified inventory? (add a button)

https://github.com/minetest-mods/unified_inventory

Thank you
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Re: [Mod] Nodes for Pixelart based on color palettes [pixela

Postby Linuxdirk » Sat Apr 20, 2019 6:39 pm

Just added some hardware palettes. Any specific ones that would fit?

Will check the Unified Inventory thing but not a big fan of it to be honest.
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Re: [Mod] Nodes for Pixelart based on color palettes [pixela

Postby R-One » Mon Apr 22, 2019 8:40 am

Hello, your job is really cool.

So there is another solution, a block that will be a machine for people who use a different inventory than the default one?

Your mod will no longer be dependent on the inventory.
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Re: [Mod] Nodes for Pixelart based on color palettes [pixela

Postby voxelproof » Mon Apr 22, 2019 10:14 am

Your mod seems to answer the question that I faced when developing voxel art pictures (each was based on a separate original palette and it seemed unavoidable that ensuing deluge of mods related to particular palettes would make the whole project unmanagable). Thanks for your work, I'll take a closer look at it soon and hopefully release the great palettes I retrieved during transposing paintings into MT voxel art.
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Re: [Mod] Nodes for Pixelart based on color palettes [pixela

Postby Linuxdirk » Mon Apr 22, 2019 9:40 pm

R-One wrote:So there is another solution, a block that will be a machine for people who use a different inventory than the default one?

Early versions of the mod used an item but I decided to use the standard inventory functionality instead. But I just enhanced the mod to allow different rendering types for the pixel selector so adding a node for access or implementing it in Unified Inventory is technically possible. I’ll see what and how to implement for access.

voxelproof wrote:Thanks for your work, I'll take a closer look at it soon and hopefully release the great palettes I retrieved during transposing paintings into MT voxel art.

I’m glad you like it. Please keep in mind that palettes should be limited to 128 individual colors and that each color creates one individual node.
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