We need a stronger red!
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- Forboding Angel
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AFAIK 3do's just can't do this, period. As long as this engine remains backwards compatible with OTA content this isn't plausable as a univeral feature. Interestingly enough it works fine for s3o's and if they were all we were dealing with this feature would be compleatly possible.Comp1337 wrote:Something that would be really cool would be if you could define your color as RGB, or using sliders in the lobby.
That would be serious coolness.
would it be really superhard to implement? i mean the colors are already defined by RGB in the source..
Not just team colors, arrays of team color images... if only these images could be replaced with similar single images, stripped of their color marks and team-color mapped instead... then no one would have to worry about it anymore... I'm sure SOMEONE knows how to do this kind of thing.Tobi wrote:Why can't 3do's do this then? Do they have the aformentioned array of teamcolors 'hardcoded' in their models or something?
Make a "expandedteamcolor=1" tag for the tdf then so we can use it for s3o mods. There's really no excuse to be limited by an old format.jcnossen wrote:Initially I figured this was a leftover from when MAX_TEAMS was 10, but this is wrong, and because of the 3DO problems it's probably a bad idea...I am curious JC, are you guys adding 6 more colors? If so I need to add support for it in my team colors.
For 3do, teamcolor texture are special textures, with 10 variants. In TA, it all teamcolor texture had to be in /anims/logos.gaf, and they were ten-frame sequence. All ten-frames sequence that weren't in logos.gaf were considered as animated texture instead. (weirdly there's a two frame animated texture in logos.gaf, but let's forget it).Tobi wrote:Why can't 3do's do this then? Do they have the aformentioned array of teamcolors 'hardcoded' in their models or something?
In Spring, they are series of 10 similarly named .bmp, just as 32XGouraud01.bmp, 32XGouraud02.bmp, 32XGouraud03.bmp ... 32XGouraud09.bmp, and there is a file, /textures/teamtex.txt that list all teamcolor texture.
If you decide to add 6 new colors, shouldn't be hard to photoshop those texture to change their tint to new color.
Indeed, letting users select their own RGB value could be neat. But as it wouldn't work on 3do, I guess it can wait till we have more mods using solely S3O. Besides nanoblob, what mod use S3O now?
Unless of course someone is willing to spend time coding a way to magically determine which part of the teamtex.txt's textures are teamcolored by xoring them, then greyscale and recolorise only that part of these textures (all that at each Spring loading).
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The problem is not just to get an uncolored texture, but also to detect which pixel are to be teamcolored and which should stay grey metal.smoth wrote:if they used team color 3(or 2 in the array) which is a white panel. They would have a blank of color texture. although I don't know how I would code that. Every team color overlay I have done was based on an alpha layer. I am not sure what they would do to manage this.
Hmm, well for the classic TA units at least all of the team texture is coloured...zwzsg wrote:The problem is not just to get an uncolored texture, but also to detect which pixel are to be teamcolored and which should stay grey metal.smoth wrote:if they used team color 3(or 2 in the array) which is a white panel. They would have a blank of color texture. although I don't know how I would code that. Every team color overlay I have done was based on an alpha layer. I am not sure what they would do to manage this.