View topic - Change gradient for f2 view.



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PostPosted: 09 Jan 2012, 17:00 
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Google_Frog wrote:
smoth wrote:
Image
I see this as a bit of an issue. The texture gives the impression that bots can only walk on the green areas yet they are able to cut across the lower cliff.
FLOZi wrote:
Same issue applies with S44 infantry, fwiw.
smoth wrote:
then have the devs tweak what the pathing visual actually means.
Image
because to me, red means red... so I tell you what, I will adjust the texture the better match the actual slope intolerance, when the devs do the same.


The f2 view is difficult to discern pathing.

request:
change from a gradient to have color bands:

- passable
- passable with slowdown
- UNPASSABLE.

I don't care about the colors just need some way to see what is actually passable.

it would be a great help to mappers, content devs working on movement classes and players trying to discern


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PostPosted: 10 Jan 2012, 11:11 
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Quote:
- passable
- passable with slowdown
- UNPASSABLE.
These 3 things are very clear to me from your image. Although a completely different colour for UNPASSABLE wouldn't be a bad thing.


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PostPosted: 10 Jan 2012, 12:41 

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I don't know if it's the case for smoth, but red-green color blindness is common enough. So making the impassable areas blue for example, would make it clear for everyone better than just a different red shade.


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PostPosted: 10 Jan 2012, 15:37 
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That isn't the only issue

Protanopia:
Image

Deuteranopia:
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Achromatopsia:
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PostPosted: 10 Jan 2012, 15:37 
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I suggest we move towards a deep dark red almost black for unpassable, with a hard cut off, then for the rest, a gradient of light green with a tint of blue for passable, and a darker purple for semi passable:

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PostPosted: 10 Jan 2012, 17:25 
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please don't turn this into an artistic endeavor.

P.S. I don't care about colorblind people.


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PostPosted: 10 Jan 2012, 17:25 
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Google_Frog wrote:
Quote:
- passable
- passable with slowdown
- UNPASSABLE.
These 3 things are very clear to me from your image. Although a completely different colour for UNPASSABLE wouldn't be a bad thing.

Not to me, I can see that it is orange but UNPASSABLE is fairly hard to tell because of the nature of gradients.


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PostPosted: 10 Jan 2012, 17:29 
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Green and blue are not good colour choices either. They are the same in Japanese.


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PostPosted: 10 Jan 2012, 18:44 
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ao and midori are not the same even when it was the same midori was a shade of ao.. try again :)


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PostPosted: 10 Jan 2012, 19:08 
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To me the big problem is that it's gradual. Why is it gradual? Passability isn't gradual - either the unit can go there or it can't. Full-speed-to-slowdown should be gradual, but slow-vs-impassable isn't gradual.


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PostPosted: 10 Jan 2012, 19:18 
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Until this (maybe) gets fixed:
You can use a test unit with slopeMod=0 to check your maps for pathing.
That gives very clear red/green borders with no gradient.


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PostPosted: 10 Jan 2012, 22:09 
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Google_Frog wrote:
Quote:
- passable
- passable with slowdown
- UNPASSABLE.
These 3 things are very clear to me from your image. Although a completely different colour for UNPASSABLE wouldn't be a bad thing.


Same here, but I also see the point of the OP.

Here is an interesting footnote. The allterrains in evo have a slope tolerance of 60 iirc (which means they can quite literally go up 90 degree slopes), but still, slopemods actually do affect them. I consider this a feature, a really nice one for that matter, but I always thought it was curious. I assume that by setting a unit to 360 degree slope tolerance, the entire pathing map would be very green.


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PostPosted: 11 Jan 2012, 10:15 
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I don't see how it is a large problem. There is no gradient between passable and impassable, it clearly jumps from orange to solid red.

Image


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PostPosted: 11 Jan 2012, 13:46 
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smoth wrote:
please don't turn this into an artistic endeavor.

P.S. I don't care about colorblind people.


If it were an artistic endeavour I would not have chosen butt ugly colours.

You asked for improved colours because what we have is not clear enough to discern accurately, I provided a suggestion.

Green with a tint of blue: Because green means go in most cultures, and the blue differentiates it for colour blind people, look at the green in traffic lights

Purple: Because Orange is too close to red, and it's not that close to green

Dark red: because it contrasts heavily with the other two colours.

It also sets up dark as impassable and light as passable as a secondary mechanic for gauging passability, rather than relying purely on colour.

If I wanted an artistic alternative: I would draw an opaque red line around the impassable areas, with a 50% translucent red area covering anything that wasn't impassable or totally passable.



Whatever helps colour blind people normally helps people who aren't colour blind. In this case it's the dual scheme of colour and luminosity.


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PostPosted: 11 Jan 2012, 14:01 
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Of note:

https://github.com/spring/spring/blob/d ... r.cpp#L168


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PostPosted: 11 Jan 2012, 18:01 
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Quote:
I don't see how it is a large problem. There is no gradient between passable and impassable, it clearly jumps from orange to solid red.
imo not clear enough: the difference is noticeable but only if you know know there is one and see the colors side by side.

Image


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PostPosted: 11 Jan 2012, 22:42 
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^^ yeah, that makes a lot more sense tbh


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PostPosted: 11 Jan 2012, 22:58 
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+1 from me to knorkes suggestion also.

(AF's is fine too but I guess would require more engine dev time)


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PostPosted: 30 Jan 2012, 16:27 
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https://github.com/spring/spring/commit ... fcbab92d21

Quote:
F2 view: make unpassable squares purple (better contrast)

07ffe9c943
Browse code
jK authored just now


http://springrts.com/dl/buildbot/defaul ... -g05df319/


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PostPosted: 30 Jan 2012, 16:39 
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Image

Image


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