Dfool of many colors
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- Eleazar
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Re: Dfool of many colors
yes, should be true.Darth Fool wrote: If this route is taken, it should also be possible to provide a pallete graphic that has these colors in them so that artists can simply sample from the pallete without having to carefully select colors that match the rgb value.
In the units i "team colorized" i sampled between 6-10 RGB values, which i *think* will be sufficient on average. (but i'm guessing at this point) --If you mean sampled colors, not counting very similar colors that will also recieve the transformation. I find it hard to imagine someone sampleing 64 color values from a unit to make this work.Darth Fool wrote:currently there is no limit on the number of colors that can be declared in flag_rgb, but there was some interest from other developers to limit the number to something reasonable. It seems to me that 256 is a reasonable maximum # of colors to have, as that enables the artist to span the complete colorspace that might be replaced by the team color, allthough it probably should never ever get that large. Perhaps 64 would be just as good. Do artists have an opinion about how many shades of a color they need?
What i can imagine are units that recieve 2,3, or 5 different color transformations (If this is extened beyond just team colors) Imagine the peasant unit whose, hair, skin, shirt, and pants color are randomly chosen from a prebuilt list (in the unit cfg) of appropriate hues. That would be an extreme example, of course.
What kind of CPU cost does this have? Will gamespeed take a hit if every unit is colorshifted 2 or 3 ways?
Turin, if i've gone too far in how i've enabled units to colorshift, it's extremely easy to undo. I'm not thinking of any of these changes as being authoritative, but as a way to test and evauate this feature.
Idea results will only be achieved by making a comprehensive plan, and then slightly editing most unit graphics.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
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Played a while with this, and I must say I find it incredibly annoying as well. This should be reverted.dirtyepic wrote:any chance you would consider reverting this? i keep on mistaking an enemy with full health and a low amount of XP as being near death. course, i usually catch on when i go to attack, but it gets annoying.Darth Fool wrote:3) The HP bar has been removed from units when the HP= MAX_HP
I agree. Or put it as an options (yeah, I know, OAB, but I really don't want to play that way)frame wrote:Played a while with this, and I must say I find it incredibly annoying as well. This should be reverted.dirtyepic wrote: any chance you would consider reverting this? i keep on mistaking an enemy with full health and a low amount of XP as being near death. course, i usually catch on when i go to attack, but it gets annoying.
"There are two kind of campaign strategies : the good and the bad ones. The good ones almost always fail because of unforeseen consequences that make the bad ones succeed." -- Napoleon
Where is the data that defines how each unit is colorified stored? I'd like to play around with it.
OT: OAB applies to GAMEPLAY options, not interface options.
OT: OAB applies to GAMEPLAY options, not interface options.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
I use SVN trunk exclusively anyhow. Thanks!Noyga wrote:It's a flag_rgb= entry in a [unit] tag (usually in a unit_name.cfg)
Note: this is in SVN trunk only
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
Yes.Darth Fool wrote:As for the colour=100 Hmm... I didn't know about this and it seems to me to likely have been an oversight in the original scheme, but perhaps not. Would you consider it acceptable if a colour=-1 has that effect?
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It certainly can be reverted. If the problem is confusing the XP bar with the HP bar, then another solution is just to include the HP bar whenever there is an xp bar. If that does not work, we will revert it, it is only ~5 lines of code.frame wrote:Played a while with this, and I must say I find it incredibly annoying as well. This should be reverted.dirtyepic wrote: any chance you would consider reverting this? i keep on mistaking an enemy with full health and a low amount of XP as being near death. course, i usually catch on when i go to attack, but it gets annoying.
"you can already do that with WML"
Fight Creeeping Biggerism!
http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358
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Ok, the latest WML trick that I have added is a new variable, team_rgb in a [side] tag. for example,
makes team 2 have a really ugly orange/peach color as their team color. see attached screen shot...
Code: Select all
[side]
side=2
team_rgb=255,128,64
...
[/side]
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- team_rgb.png (40.25 KiB) Viewed 4104 times
"you can already do that with WML"
Fight Creeeping Biggerism!
http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358
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- Kestenvarn
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This guy was overdone. Since his smock is already blue, it could probably stay that way.
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