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- camping: replace cube tent with A-frame slope panels (tent_panel_l/r) + cardinal_direction permutations; vote-skip sleep that mixes player.isSleeping bed sleepers with tent occupants and respects the playersSleepingPercentage gamerule; new weathered-canvas texture. - lobby: walk-through silverlabs:portal_field block (no collision, translucent swirl, cross-plane geo) auto-placed above each portal frame; invisible silverlabs:portal_label entity floats above each portal with the destination world name; transfer detection now scans down through the field to find the destination frame. - postal: regenerate post_office and mailbox block textures so they fill the full block face (brick + POST plaque, full red panel with slot/latch /flag/rivets) instead of small sprites floating on transparent. - dynamite + tow-boat: ship the addons (volumes wired into all four worlds; enabled_packs registers them into Mya's world). - art: build-textures.py extended; build-art-catalog.py added to project. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
410 lines
14 KiB
Python
410 lines
14 KiB
Python
#!/usr/bin/env python3
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"""Generate 16x16 block textures for smart_crafting_table, post_office, mailbox."""
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from pathlib import Path
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from PIL import Image
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ROOT = Path(__file__).resolve().parent.parent
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# ── Palette ─────────────────────────────────────────────────
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OAK_LIGHT = (150, 110, 65)
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OAK_DARK = (115, 80, 45)
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OAK_SHADOW = (80, 55, 28)
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GOLD = (218, 165, 32)
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GOLD_BRIGHT = (255, 214, 85)
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REDSTONE = (210, 40, 40)
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REDSTONE_BRIGHT = (255, 90, 90)
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BRICK_RED = (138, 58, 48)
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BRICK_DARK = (92, 38, 30)
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MORTAR = (68, 52, 42)
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SLATE = (58, 62, 70)
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CREAM = (240, 225, 190)
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ENVELOPE_LINE = (45, 30, 20)
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STAMP_RED = (190, 50, 50)
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MB_RED = (175, 40, 40)
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MB_RED_DARK = (115, 25, 25)
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MB_RED_HL = (220, 75, 75)
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MB_BLACK = (20, 20, 20)
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MB_FLAG = (235, 190, 55)
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MB_POST = (90, 60, 35)
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# Tent canvas — weathered green army-tent fabric
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CANVAS_LIGHT = (118, 138, 88)
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CANVAS_MID = (90, 110, 68)
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CANVAS_DARK = (66, 84, 50)
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CANVAS_SHADOW = (44, 58, 36)
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CANVAS_STITCH = (190, 175, 130)
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def save(img: Image.Image, rel: str) -> None:
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out = ROOT / rel
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out.parent.mkdir(parents=True, exist_ok=True)
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img.save(out)
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print(f"wrote {rel}")
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def px(img: Image.Image, x: int, y: int, color) -> None:
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if 0 <= x < img.width and 0 <= y < img.height:
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img.putpixel((x, y), color)
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def rect(img: Image.Image, x0: int, y0: int, x1: int, y1: int, color) -> None:
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for y in range(y0, y1 + 1):
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for x in range(x0, x1 + 1):
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px(img, x, y, color)
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# ── Smart Crafting Table ───────────────────────────────────
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# Top-down style: oak planks, bold gold frame, 2x2 inlay with redstone + diamond.
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def smart_crafting_table() -> Image.Image:
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img = Image.new("RGBA", (16, 16), OAK_LIGHT)
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# Oak plank background with subtle grain
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for y in range(16):
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band = (y // 4) % 2
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color = OAK_LIGHT if band == 0 else OAK_DARK
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rect(img, 0, y, 15, y, color)
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# Knots / grain speckle
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for (x, y) in [(3, 1), (11, 2), (6, 5), (13, 6), (2, 9), (9, 10), (5, 13), (12, 14)]:
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px(img, x, y, OAK_SHADOW)
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# Plank seams
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for y in (3, 7, 11):
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rect(img, 0, y, 15, y, OAK_SHADOW)
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# Bold gold frame (2px thick)
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rect(img, 0, 0, 15, 1, GOLD)
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rect(img, 0, 14, 15, 15, GOLD)
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rect(img, 0, 0, 1, 15, GOLD)
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rect(img, 14, 0, 15, 15, GOLD)
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# Inner frame highlight
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rect(img, 1, 1, 14, 1, GOLD_BRIGHT)
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rect(img, 1, 14, 14, 14, (165, 120, 20))
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rect(img, 1, 2, 1, 13, GOLD_BRIGHT)
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rect(img, 14, 2, 14, 13, (165, 120, 20))
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# Corner rivets
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for (x, y) in [(0, 0), (15, 0), (0, 15), (15, 15)]:
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px(img, x, y, (90, 65, 10))
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# 2x2 inset panels with gold dividers at mid (x=7..8, y=7..8)
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# Top-left = redstone, top-right = diamond, bottom-left = emerald, bottom-right = gold ingot
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TL = (3, 3, 6, 6) # redstone area
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TR = (9, 3, 12, 6) # diamond area
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BL = (3, 9, 6, 12) # emerald area
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BR = (9, 9, 12, 12) # gold area
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# Dark recessed wells
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for (x0, y0, x1, y1) in (TL, TR, BL, BR):
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rect(img, x0, y0, x1, y1, (40, 25, 12))
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# Redstone gem (red)
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rect(img, 4, 4, 5, 5, REDSTONE)
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px(img, 4, 4, REDSTONE_BRIGHT)
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# Diamond (cyan)
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rect(img, 10, 4, 11, 5, (120, 220, 235))
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px(img, 10, 4, (200, 250, 255))
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# Emerald (green)
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rect(img, 4, 10, 5, 11, (50, 170, 90))
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px(img, 4, 10, (120, 220, 150))
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# Gold nugget
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rect(img, 10, 10, 11, 11, GOLD)
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px(img, 10, 10, GOLD_BRIGHT)
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# Gold cross dividers
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rect(img, 7, 2, 8, 13, GOLD)
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rect(img, 2, 7, 13, 8, GOLD)
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# Center jewel
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px(img, 7, 7, REDSTONE_BRIGHT)
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px(img, 8, 7, REDSTONE_BRIGHT)
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px(img, 7, 8, REDSTONE)
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px(img, 8, 8, REDSTONE)
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return img
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# ── Post Office ────────────────────────────────────────────
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# Big envelope front: cream background, bold dark fold lines, red stamp, "POST" bar.
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def post_office() -> Image.Image:
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img = Image.new("RGBA", (16, 16), CREAM)
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# Outer envelope border (1px)
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rect(img, 0, 0, 15, 0, ENVELOPE_LINE)
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rect(img, 0, 15, 15, 15, ENVELOPE_LINE)
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rect(img, 0, 0, 0, 15, ENVELOPE_LINE)
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rect(img, 15, 0, 15, 15, ENVELOPE_LINE)
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# Paper shade (slight gradient on bottom half)
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for y in range(8, 15):
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for x in range(1, 15):
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if (x + y) % 3 == 0:
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px(img, x, y, (225, 210, 175))
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# Envelope fold: top-left and top-right diagonals meeting at center-top
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# Lines go from (1,1) -> (7,7) and (14,1) -> (8,7)
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for i in range(7):
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px(img, 1 + i, 1 + i, ENVELOPE_LINE)
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px(img, 14 - i, 1 + i, ENVELOPE_LINE)
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# Second pass for thickness
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for i in range(6):
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px(img, 2 + i, 1 + i, (90, 70, 50))
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px(img, 13 - i, 1 + i, (90, 70, 50))
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# Horizontal seam at y=8 (where flaps meet paper)
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rect(img, 1, 8, 14, 8, ENVELOPE_LINE)
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# Red stamp: top-right square (3x3) with crosshatch
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rect(img, 11, 2, 13, 4, STAMP_RED)
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px(img, 12, 3, (255, 220, 220)) # stamp center highlight
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# Stamp border
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px(img, 10, 2, ENVELOPE_LINE)
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px(img, 10, 3, ENVELOPE_LINE)
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px(img, 10, 4, ENVELOPE_LINE)
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px(img, 11, 5, ENVELOPE_LINE)
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px(img, 12, 5, ENVELOPE_LINE)
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px(img, 13, 5, ENVELOPE_LINE)
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# Address bar: dark rectangle bottom-center reading like lines of text
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rect(img, 3, 11, 12, 12, (120, 100, 75))
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rect(img, 3, 13, 10, 13, (120, 100, 75))
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# "POST" mark: a small red circle stamp bottom-right
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rect(img, 11, 11, 13, 13, STAMP_RED)
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px(img, 11, 11, (0, 0, 0, 0))
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px(img, 13, 11, (0, 0, 0, 0))
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px(img, 11, 13, (0, 0, 0, 0))
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px(img, 13, 13, (0, 0, 0, 0))
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px(img, 12, 12, (255, 230, 230))
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return img
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# ── Mailbox ───────────────────────────────────────────────
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# Classic red pillar-mailbox front: domed top, slot, base, flag.
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def mailbox() -> Image.Image:
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img = Image.new("RGBA", (16, 16), (0, 0, 0, 0))
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# Post base (wooden) across bottom
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rect(img, 6, 14, 9, 15, MB_POST)
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px(img, 6, 14, (70, 45, 25))
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px(img, 9, 14, (70, 45, 25))
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# Mailbox body (rounded: rows 2..13)
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# Body rectangle x=2..13, y=4..13
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rect(img, 2, 4, 13, 13, MB_RED)
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# Rounded top corners
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px(img, 2, 4, (0, 0, 0, 0))
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px(img, 13, 4, (0, 0, 0, 0))
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# Add a dome/top-bump
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rect(img, 3, 2, 12, 3, MB_RED)
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px(img, 3, 2, (0, 0, 0, 0))
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px(img, 12, 2, (0, 0, 0, 0))
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rect(img, 4, 1, 11, 1, MB_RED)
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rect(img, 5, 0, 10, 0, MB_RED_DARK)
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# Left-side highlight (lighter vertical stripe)
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rect(img, 3, 5, 3, 12, MB_RED_HL)
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px(img, 4, 2, MB_RED_HL)
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# Right-side shadow
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rect(img, 12, 5, 12, 12, MB_RED_DARK)
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rect(img, 11, 13, 13, 13, MB_RED_DARK)
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# Black letter slot (horizontal bar)
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rect(img, 5, 6, 10, 7, MB_BLACK)
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# Slot highlight
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rect(img, 5, 6, 10, 6, (50, 50, 50))
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# Circular latch below slot
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px(img, 7, 10, MB_BLACK)
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px(img, 8, 10, MB_BLACK)
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px(img, 7, 11, MB_BLACK)
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px(img, 8, 11, MB_BLACK)
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px(img, 7, 10, (90, 90, 90))
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# Yellow flag on the right side
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rect(img, 14, 3, 15, 6, MB_FLAG)
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px(img, 14, 3, (180, 140, 40))
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px(img, 15, 6, (180, 140, 40))
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# Flag pole
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rect(img, 14, 7, 14, 10, (60, 60, 60))
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return img
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# ── Tent Canvas ────────────────────────────────────────────
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# Weathered army-canvas fabric: subtle horizontal weave + occasional darker
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# mottling + a vertical seam stitch line. Fully opaque so it doesn't ghost
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# against the alpha_test renderer.
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def tent_canvas() -> Image.Image:
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img = Image.new("RGBA", (16, 16), CANVAS_MID)
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# Horizontal weave bands (every 2 rows alternating tone)
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for y in range(16):
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row = CANVAS_MID if (y // 2) % 2 == 0 else CANVAS_DARK
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rect(img, 0, y, 15, y, row)
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# Diagonal weave specks for fabric texture
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for y in range(16):
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for x in range(16):
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if (x + y) % 5 == 0:
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px(img, x, y, CANVAS_LIGHT)
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elif (x - y) % 7 == 0:
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px(img, x, y, CANVAS_SHADOW)
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# Wear / sun-bleached patches (clusters)
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for (x, y) in [(2, 3), (3, 3), (10, 6), (11, 6), (5, 11), (6, 11), (13, 12)]:
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px(img, x, y, CANVAS_LIGHT)
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# Vertical seam stitch down the center
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for y in range(0, 16, 2):
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px(img, 7, y, CANVAS_STITCH)
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px(img, 8, y, CANVAS_SHADOW)
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# Edge darken (gives the panel some depth at block boundaries)
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rect(img, 0, 0, 15, 0, CANVAS_SHADOW)
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rect(img, 0, 15, 15, 15, CANVAS_SHADOW)
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rect(img, 0, 0, 0, 15, CANVAS_SHADOW)
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rect(img, 15, 0, 15, 15, CANVAS_SHADOW)
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return img
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# ── Mailbox v2 — block-style (full 16x16 face, no transparency) ─
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# The previous sprite was an item-sized icon centered on transparency, which
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# reads as a placeholder when applied to all 6 faces of a cube. This version
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# fills the face: red body panel, vertical seam, slot, latch, riveted corners.
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def mailbox_block() -> Image.Image:
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img = Image.new("RGBA", (16, 16), MB_RED)
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# Vertical highlight strip on the left
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rect(img, 0, 0, 1, 15, MB_RED_HL)
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# Vertical shadow strip on the right
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rect(img, 14, 0, 15, 15, MB_RED_DARK)
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# Top dome highlight (1px band)
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rect(img, 2, 0, 13, 0, MB_RED_HL)
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# Bottom shadow band
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rect(img, 2, 15, 13, 15, MB_RED_DARK)
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# Horizontal mail slot (centered)
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rect(img, 4, 6, 11, 8, MB_BLACK)
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rect(img, 4, 6, 11, 6, (50, 50, 50)) # slot lip highlight
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rect(img, 4, 8, 11, 8, (5, 5, 5)) # slot lip shadow
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# Round latch below the slot
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rect(img, 7, 11, 8, 12, MB_BLACK)
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px(img, 7, 11, (90, 90, 90))
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# Yellow flag emblem in the top-right corner
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rect(img, 12, 2, 13, 4, MB_FLAG)
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px(img, 12, 2, (180, 140, 40))
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# Flag pole
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px(img, 13, 5, (60, 60, 60))
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# Rivets in the corners
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for (x, y) in [(2, 2), (13, 2), (2, 13), (13, 13)]:
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px(img, x, y, (40, 15, 15))
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return img
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# ── Post Office v2 — block-style facade ─────────────────────
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# A small post-office building face: brick wall, "POST" plaque, awning hint.
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def post_office_block() -> Image.Image:
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img = Image.new("RGBA", (16, 16), BRICK_RED)
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# Brick courses with mortar lines (offset every other row)
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for y in range(16):
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# mortar line every 4 rows
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if y % 4 == 0:
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rect(img, 0, y, 15, y, MORTAR)
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else:
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# vertical mortar joints, offset by course
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offset = 0 if (y // 4) % 2 == 0 else 4
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for x in range(16):
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if (x + offset) % 8 == 0:
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px(img, x, y, MORTAR)
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else:
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# subtle brick tone variation
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if (x + y) % 3 == 0:
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px(img, x, y, BRICK_DARK)
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# Cream-colored "POST" plaque (centered)
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rect(img, 2, 5, 13, 10, CREAM)
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rect(img, 2, 5, 13, 5, ENVELOPE_LINE) # top border
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rect(img, 2, 10, 13, 10, ENVELOPE_LINE) # bottom border
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rect(img, 2, 5, 2, 10, ENVELOPE_LINE) # left border
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rect(img, 13, 5, 13, 10, ENVELOPE_LINE) # right border
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# "POST" lettering — 4 chunky chars on the plaque
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# P
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rect(img, 3, 7, 4, 8, ENVELOPE_LINE); px(img, 3, 6, ENVELOPE_LINE)
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# O
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rect(img, 6, 6, 7, 9, ENVELOPE_LINE); px(img, 6, 7, CREAM); px(img, 7, 7, CREAM); px(img, 6, 8, CREAM); px(img, 7, 8, CREAM)
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# S (simplified stub)
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rect(img, 9, 6, 10, 6, ENVELOPE_LINE); px(img, 9, 7, ENVELOPE_LINE); rect(img, 9, 8, 10, 8, ENVELOPE_LINE); px(img, 10, 9, ENVELOPE_LINE); rect(img, 9, 9, 10, 9, ENVELOPE_LINE)
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# T
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rect(img, 11, 6, 12, 6, ENVELOPE_LINE); rect(img, 11, 7, 11, 9, ENVELOPE_LINE)
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# Red stamp accent in the top-right
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rect(img, 12, 1, 14, 3, STAMP_RED)
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px(img, 13, 2, (255, 220, 220))
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# Awning suggestion (alternating red/cream stripes at the top)
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for x in range(16):
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if (x // 2) % 2 == 0:
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px(img, x, 1, (210, 70, 70))
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else:
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px(img, x, 1, CREAM)
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rect(img, 0, 0, 15, 0, ENVELOPE_LINE)
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return img
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# ── Portal Field ───────────────────────────────────────────
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# Translucent swirling-energy texture for the walk-through portal column.
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# Renders with alpha blending — the dark areas read as voids, the bright
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# center streaks read as concentrated portal energy.
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def portal_field() -> Image.Image:
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import math
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img = Image.new("RGBA", (16, 16), (0, 0, 0, 0))
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cx, cy = 7.5, 7.5
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for y in range(16):
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for x in range(16):
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dx = x - cx
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dy = y - cy
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dist = math.sqrt(dx * dx + dy * dy)
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angle = math.atan2(dy, dx)
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# swirl: angle modulated by distance
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swirl = math.sin(angle * 3 + dist * 1.5) * 0.5 + 0.5
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# purple/violet base
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r = int(80 + swirl * 100)
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g = int(20 + swirl * 30)
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b = int(140 + swirl * 90)
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# alpha falls off near edges, bright in middle bands
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edge = max(0, 1 - dist / 8.5)
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alpha = int(160 * edge + swirl * 60)
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alpha = max(0, min(220, alpha))
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img.putpixel((x, y), (r, g, b, alpha))
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# Bright vertical core streaks
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for y in range(16):
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for x in (7, 8):
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r, g, b, _ = img.getpixel((x, y))
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img.putpixel((x, y), (min(255, r + 60), min(255, g + 30), min(255, b + 60), 220))
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return img
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def main() -> None:
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save(smart_crafting_table(), "smart-crafting-addon/smart_crafting_RP/textures/blocks/smart_crafting_table.png")
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save(post_office_block(), "postal-service-addon/postal_service_RP/textures/blocks/post_office.png")
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save(mailbox_block(), "postal-service-addon/postal_service_RP/textures/blocks/mailbox.png")
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save(tent_canvas(), "camping-supplies-addon/camping_supplies_RP/textures/blocks/tent_canvas.png")
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save(portal_field(), "lobby-addon/lobby_transfer_RP/textures/blocks/portal_field.png")
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if __name__ == "__main__":
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main()
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