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Redo
2025-07-20 17:48:33 -07:00
commit 7ec3352f21
10 changed files with 257 additions and 0 deletions

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Sky_OldIcons.zip Normal file

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brickIconFixer/conf.lua Normal file
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function love.conf(t)
t.window.width = 512
t.window.height = 512
t.window.title = "Brick Icon Generator"
t.console = true
end

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--love 1
local le = love.event
local lg = love.graphics
local li = love.image
local lf = love.filesystem
--------------------------------------------------------------
local drawable
local function yieldImage(imagedata)
drawable = lg.newImage(imagedata)
coroutine.yield()
end
--------------------------------------------------------------
local function imageLoad(filename)
local imagedata = li.newImageData(filename..".png")
return imagedata
end
local function imageStore(imagedata, filename)
local filedata = imagedata:encode("png")
local outfile = io.open(filename..".png", "wb")
outfile:write(filedata:getString())
outfile:close()
end
--------------------------------------------------------------
local imageFixIcon = require "imagefixicon"
--------------------------------------------------------------
local function fixAllIcons()
local files = lf.getDirectoryItems("icons-unfixed")
for fileidx, filename in ipairs(files) do
local fileext = filename:match("%.[a-zA-Z0-9]+$")
if fileext==".png" then
local filepart = filename:gsub("%.[a-zA-Z0-9]+$", "")
local imagedata = imageLoad("icons-unfixed/"..filepart)
print(filepart)
local newimagedata = imageFixIcon(imagedata, fileidx, true)
imageStore(newimagedata, "icons-fixed/"..filepart)
yieldImage(newimagedata)
end
end
print("Done")
love.event.quit()
end
--------------------------------------------------------------
local cor
function love.load()
cor = coroutine.create(fixAllIcons)
--fixAllIcons()
end
function love.draw()
if drawable then
lg.draw(drawable)
end
end
function love.update(dt)
coroutine.resume(cor)
end
function love.keypressed(k)
if k=="escape" then le.quit() end
end

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--love 1
local lg = love.graphics
local li = love.image
local function round(x)
return math.floor(x+0.5)
end
local function clamp(x, a, b)
return math.min(math.max(x, a), b)
end
local function imageFixIcon(imagedata, identifier, brickmode)
local xs, ys = imagedata:getDimensions()
--remove upper skybox bullshit
if brickmode then
for x = 1, xs do
for y = 1, ys/5 do
imagedata:setPixel(x-1, y-1, 1, 0, 1, 1)
end
end
end
local xmin = xs
local xmax = 1
local ymin = ys
local ymax = 1
for x = 1, xs do
for y = 1, ys do
local r, g, b, a = imagedata:getPixel(x-1, y-1)
if r==1 and g==0 and b==1 then
imagedata:setPixel(x-1, y-1, 1, 1, 1, 0)
else
if x<xmin then xmin = x end
if x>xmax then xmax = x end
if y<ymin then ymin = y end
if y>ymax then ymax = y end
local l = (r+g+b)/3
imagedata:setPixel(x-1, y-1, l, l, l, a)
end
end
end
local xc = round((xmax-xmin)/2+xmin)
local yc = round((ymax-ymin)/2+ymin)
local xextent = math.max(xmax-xmin, 96)
local yextent = math.max(ymax-ymin, 96)
local scale = 1
if xextent>96 or yextent>96 then
scale = 96/math.max(xextent, yextent)
end
--[[
local newimagedata = li.newImageData(96, 96)
for x = 1, 96 do
for y = 1, 96 do
local xp = math.round(xc+x/scale-48/scale), 0, xs-1
local yp = math.round(yc+y/scale-48/scale), 0, ys-1
local r, g, b, a
if xp>=0 and xp<=xs-1 and yp>=0 and yp<=ys-1 then
r, g, b, a = imagedata:getPixel(xp, yp)
else
r, g, b, a = 1, 1, 1, 0
end
local l = (r+g+b)/3
newimagedata:setPixel(x-1, y-1, l, l, l, a)
end
end]]
--scale = 1
if not brickmode then
scale = scale*0.95
end
local drawable = lg.newImage(imagedata)
local canvas = lg.newCanvas(96, 96)
lg.setCanvas(canvas) lg.push()
lg.clear()
lg.setColor(0,0,0,0)
lg.rectangle("fill", 0, 0, 96, 96)
local v = 1
--if brickmode then v = 1 end
lg.setColor(v,v,v,1)
local filter = "linear"
--local filter = "nearest"
lg.setDefaultFilter(filter, filter, 2)
lg.draw(drawable, 48, 48, 0, scale, scale, xc, yc)
lg.pop() lg.setCanvas()
local newimagedata = canvas:newImageData()
if not brickmode then
--newimagedata:setPixel(identifier%96, math.floor(identifier/96), 1, 1, 1, 1)
end
return newimagedata
end
return imageFixIcon

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brickIconFixer/main.lua Normal file
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require "fixicons"

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brickIconFixer/run.bat Normal file
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cd /d %~dp0
love .

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doIcons.cs Normal file
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function serverCmdDoMissingIcons(%client) {
if(!%client.isAdmin) return;
echo("doing all missing icons!");
doAllMissingIcons(0);
}
function doAllMissingIcons(%pos) {
if(isObject($iconBrick))
$iconBrick.delete();
while(%pos < getDatablockGroupSize()) {
%db = getDatablock(%pos);
%pos++;
if(%db.getClassName()$="fxDtsBrickData" &&
%db.uiName!$="" &&
%db.category !$= "" && %db.subCategory !$= "" &&
!isFile(%db.iconName)
) {
talk(%db.getName());
break;
} else {
%db = "";
}
}
if(isObject(%db)) {
$iconBrick = new fxDtsBrick() {
datablock = %db;
isPlanted = 1;
};
$iconBrick.setTransform("0 10 -1005 0 0 1 -1.57");
schedule(3000, 0, doIconScreenshot);
if(%pos<getDatablockGroupSize())
schedule(3500, 0, doAllMissingIcons, %pos);
}
}

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readme.md Normal file
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# Brick Icon Tools
This is everything you need to make perfect brick icons for Blockland.
Requires love2d for the automatic image editor: [love2d.org](https://love2d.org)
## How to Use
1. Install Sky_OldIcons as an add-on.
2. Create the dir `iconShots` in your Blockland folder.
3. Start singleplayer with your brick add-on enabled.
4. Execute or eval `doIcons.cs`
5. Turn shaders off.
6. Set your FOV to 90.
7. Run /iconInit and don't touch the mouse from now on. Pressing M is recommended.
8. Set sky to OldIcons (Must be done after /iconInit since it changes the sky).
9. Run /doMissingIcons and don't touch the mouse until it's done.
10. Copy screenshots from `iconShots` to `brickIconFixer/icons-unfixed`
11. Run `brickIconFixer/run.bat` (Requires love2d).
12. Copy the brick icons from `brickIconFixer/icons-fixed` into your add-on.