[Player Model Images] An Alternative

Developer discussion of experimental fixes, changes, and improvements.

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Postby Red Dragon » Fri Jul 18, 2008 1:17 am

The alternative ones would evenly cover the whole spectrum and all of them would have a more similar brightness, as well as being mathematically more logical (hex triplet, web colours).


Mathematically, Finally! Thats what I've waited for a long time. Much better than the old ones.
What about bright white and black?

Or what about choosing two 24bit colors ?
Then we have a really large spectrum of colors
(I've heard there are some technical reasons why there are only 15 (16?) colors. Correct me if I'm wrong)
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Postby Fisume! » Fri Jul 18, 2008 8:19 am

why do we have only 10 colors for the name, chat,..
and 15 for the playermodels?
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Postby Pyromace » Fri Jul 18, 2008 12:13 pm

I would suggest that if there are going to be color palette changes to get rid of all the dark colors for the shirt color. This forces the player to choose at least one "bright" color and keeps people from camouflaging themselves to the point where everyone has to choose brown/brown, or drk green/drk green just so they're not at a disadvantage to the players who do.
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Postby sev » Fri Jul 18, 2008 12:39 pm

I am still a noob here, so I hope it is ok when I "stick my nose in your business" and post alternatives for things like player model images, menu skins and now player colours.

The main reason I do this is because I enjoy creating new things (and learning how to do so) even more than playing Nexuiz. :P

I could not find any useful infos about lmp files (gfx/colormap_palette.lmp). So I now have directly "analysed" and changed it with a hex editor and it seems to work.

I still have some questions though:
- Does the 16th (and 32nd) colour value in the colormap_palette.lmp file have any function? Does it need to be a certain value?
- Do the colour values in the colormap_palette.base file have any function? Fiddling around with them does not seem to change anything.
- I could not find a config file to change the colours in the player setup menu. The alternative colours are displayed correctly on the players and the ranking board, but not in the menu (still the old ones).

Image



Red Dragon wrote:What about bright white and black?

Or what about choosing two 24bit colors ?
Then we have a really large spectrum of colors

Most maps are dark, so black would give you an advantage (camouflage).
I think 16 are enough. Experimenting with my alternative colour set, it was difficult to distinguish similar colours like yellow and bright green, or red and pink (let alone shades of the same colours).


Fisume! wrote:why do we have only 10 colors for the name, chat,..
and 15 for the playermodels?

I assume because there are only 10 digits (0-9) and ^10 would be interpreted as "display 0 with colour 1". More would probably require altering the code.
Last edited by sev on Sat Jun 13, 2009 4:47 pm, edited 1 time in total.
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Postby Red Dragon » Fri Jul 18, 2008 7:35 pm

I want black. :P
If its to dark then gimme a large glowing sprite with "SHOOT HERE"

Most maps are dark, so black would give you an advantage

Contrast counts imo. If a playermodel has a blueish color on blueish map (or red on red, etc.) its the same as black on dark maps.
I guess there will be always a color which blends with the map color/theme.
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Postby sev » Sat Jul 19, 2008 8:31 am

Red Dragon wrote:I want black. :P
If its to dark then gimme a large glowing sprite with "SHOOT HERE"

Most maps are dark, so black would give you an advantage

Contrast counts imo. If a playermodel has a blueish color on blueish map (or red on red, etc.) its the same as black on dark maps.
I guess there will be always a color which blends with the map color/theme.


Yes, but in almost every map there are dark places/shadows, but not all the colours.

I made some screenshots to illustrate the problem (made under the conditions I play in, except the resolution)
ImageImageImage
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Postby morfar » Mon Aug 04, 2008 12:51 pm

The Player model previews is added to SVN. :D
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Postby divVerent » Mon Aug 04, 2008 1:57 pm

Accepted the colors, except for one thing: I replaced all the 00s by 0f again, as these are for lighting up with bright singlecolored lights. Will soon commit.

The "base" file can be converted to the actual colors file by xxd :P

Actually, changed them to:

cccccc
996600
00ff80
00ff00
ff0000
0080ff
00ffff
80ff00
8000ff
ff00ff
ff0080
999999
ffff00
0000ff
ff8000
000000

to better fit the rainbow.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby jlue2051 » Fri Sep 19, 2008 2:25 pm

Fisume! wrote:why do we have only 10 colors for the name, chat,..
and 15 for the playermodels?


we got 2 different greys... i think we should better use one orange and one grey instead.

divverent could test it on his server :P

btw i agree with the new playercolors and playermodelpreviews... but the background shouldnt be white... cause our menu is actually blue
Image
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Postby jlue2051 » Fri Sep 19, 2008 2:27 pm

Red Dragon wrote:I want black. :P
If its to dark then gimme a large glowing sprite with "SHOOT HERE"

Most maps are dark, so black would give you an advantage

Contrast counts imo. If a playermodel has a blueish color on blueish map (or red on red, etc.) its the same as black on dark maps.
I guess there will be always a color which blends with the map color/theme.


i'd like black and white... grey gives more advantage then black imo... cuz many things are grey but black is darker :P
Image
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