It also reminds me of another problem: we have 10 team colours in Spring. 3 of them are blue, and meanwhile, there's no
pink, no orange, no brown, only one green, and a white that matches with the "selected units" colour.
Oh, and an FYI on teamcolouring: traditionally, teamcolouring is
added to the background colour.
Now, let's assume that the teamcolour of red is true red: 255 0 0, right?
Now, let's assume you put true red at maximum saturation (100%) over a grey background, like 64, 64, 64. The red maxes out at 255, so the result is 255 64 64. Know what colour that is?
PINK.
The way to maximize your colours (assuming Spring uses traditional additive approaches) is to (a) set the alpha up all the way, and (b) colour the underlying skins
black. Then, when you do
Code: Select all
result_colour = alpha x teamcolour + basecolour
you get
Code: Select all
100% x [255 0 0] + [0 0 0]
= 255 0 0
which is pure red. Second of all, afaik Spring doesn't have coloured specular maps. Specular maps tell you what colour the glints on a shiny spot are. So, shineyness will always be white.
Just try it. Colour the teamcoloured spots
black and see what happens.
Assuming spring uses additive colouring for the teamcolours (which is simplest and generally best) this approach will work for _all_ teamcolours, not just red.
Now, that just gives you solid teamcolour. Of course, you want to add highlights, shadows, and discolourations to your teamcoloured spots.
- - To add shadows, reduce saturation (so you get dark red) - leave background black.
- To get highlights, increase background values (add in a dark or light grey) so you get pink. Leave saturation at maximum.
- To fade the colour into grey, do both - drop the saturation (alpha) channel while you increase the background grey.