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Add saturation and brightness as a field when definining animations/icons/any sort of image where you can define tint

Posted: Sun Sep 07, 2025 7:09 pm
by bunshaman
Hello, to explain some more. We are able to define tints of animation layers and icons and other various things, as well as colors of leaves on plants. These are great, however if the base texture already has color in it, then the resulting color is often times too dark, or has odd colors mixed in as well.

See this example of a mod I have created with quality plants. See the jellystem on the right are all tinted fairly well (although with some spots where it is rather dark). This is due to the texture being tinted already being low saturation and high brightness. But when you see the yumako on the left, it is much different. The yumako texture is already mostly entirely red, so tinting it does not give the desired result.
Image attachment
Image attachment
tinting.png (2.57 MiB) Viewed 286 times
With saturation and brightness, I could set the saturation to 0, and then the color will properly tint the entity.
Additionally, I can't tint any entity to be white, as tinting with {255, 255, 255} will do no change.

Re: Add saturation and brightness as a field when definining animations/icons/any sort of image where you can define tin

Posted: Tue Sep 09, 2025 4:13 pm
by protocol_1903
This is because you are using a color mask on the item/entity. For color masks to work properly, the layer it is masking should be completely white. Otherwise, certain bands of color are applied in different amounts. This won't be changed, because it allows for color masks to have blends and fades and grime that make it look more natural than a solid color. What you need to do is either convert the color mask into something more grayscale, or change how you're defining the colors for it.