what the title says
Friends and non friends,
I bring you something I made a couple of years ago but never bothered to properly share: glitter, a map reading and post-processing script for aos maps. Think of it as a map beautifier: if all you’ve colored on your map are solid colors, you might wanna run a couple passes of glitter on it before publishing it because chances are it looks worse than what it could’ve been had you given it a chance to poupounne itself ú_ù
It simply runs procedural graphical operations on the given map file and outputs a different map file as per the given arguments. The available arguments are:
Multiplies the map’s color with the given RGB value
Adds monochromatic noise to the map
Adds chromatic noise to the map
-rx --rampx , -ry --rampy, -rz --rampz …
Adds a ramp over the map in the given direction
Adds shadow under structures. Keep in mind Openspades already draws shadows, so this might be conficting with some player’s setups.
Fixes the map blocks’ alpha channel so they appear properly when loaded in some version of goxel.
Renders a P-map in the map’s color channel. Few case scenario for your average map, but pretty! Also useful in order to make sure your map is well-read. Are the colors all messed up? The script won’t work properly if so!
If you can make sense of my shitty code, please feel free to expand on it so I may merge other procedural methods possible into the script. process_block() contains the logic for changing the blocks’ color, so it is a good starting point to lurk that part of the code to understand it.