Re: The Role of Graphics in Games
Posted: 03 Mar 2008, 17:59
Meh, I'm all for sacrificing realism for the sake of appearance - I tend to think the Smoth/OTA approach is best - big swaths of teamcolour on the unit, and screw realism.
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
Edit: Nevermind, found it:Turn the setting "Unit Detail" up to 600, you won't see them any more.
IMO one more color among all the colors modern RTS units already have doesn't hurt. Of course if your models are like in PURE, entirely one color, that'd stand out but if you use a decent variety of colors a TC won't hurt much.Argh wrote:1. No lighting, use lots of teamcolor everywhere. Typical OTA solution, and it works, but it detracts from immersion in a major way, imo. IRL, we don't splash lots of bright colors on military stuff. I can't stand it, it's completely artificial. You can't win any points with me, by insisting that it's what players want, either, players just want to know what side their stuff is on, and this is like swatting a fly with a tank, imo.
Exactly.Of course if your models are like in PURE, entirely one color, that'd stand out
Positive sum, ha ha ha where do you get this stuff. I LOEV the way team color is implemented in spring. I am sorry you fail to use it properly. It is ok, we cannot all be competent in photoshop.Argh wrote: @KDR: While I am the last guy on Earth who's going to defend realism at the expense of gameplay, I think that this is a situation where really you're talking about one factor of gameplay detracting from another one- the way teamcolor is implemented in Spring, it's not a positive-sum experience. Hence my frustration with this topic.
Only if you are a moron, that was a good video, I added it to my research playlist when zpock posted it.Argh wrote:@Zpock: I watched your link, it's completely irrelevant.
OH NOES! we have solid choices, far be it for you to write the lua code for extra color choices. Not that it would matter, you would only have color stripe 1 and 2. Honestly, mr it would detract from the model, have you ever considered that we think your texturing is aweful and setting a unit color to something that is pleasing is part of our aesthetic sense? Honestly, if I wasn't doing something with true canonical colors I would dazzle you out of your ignorance. Instead I have to make clever use of team colors to not ruin someone else's aesthetic while allowing the players to pick their colors.Argh wrote:A game where you cannot change your teamcolors, and they got to use a 32-bit palette, is a different animal entirely. If anything, it highlights my frustrations with the way that teamcolor works in Spring. If we had a system like DoW, where people could paint in various colors and create (and save) combos that they personally thought were pleasing, that'd be one thing. But, instead, we have blunt choices.
Argh wrote: 1. No lighting, use lots of teamcolor everywhere. Typical OTA solution, and it works, but it detracts from immersion in a major way, imo. IRL, we don't splash lots of bright colors on military stuff. I can't stand it, it's completely artificial.
sure is, of course, far be it for a command interface to identify individual units belonging to a party...Blackhawks and F-15's are both equipped with electronic devices that distinguish between friend and foe.
good so, stop arguing realismArgh wrote: @KDR: While I am the last guy on Earth who's going to defend realism at the expense of gameplay,
like the knight?Argh wrote:2. Use lighting, use lots of teamcolor everywhere. This would be the CnC solution. Works even better than 1, looks even less immersive, and destroys the specificity of your art.
why did you do it in pure then... oh wait because you do not know what you are doing.Argh wrote:I hate the TRON-like look, it's very specific, not at all like what I want to see in P.U.R.E.
http://cs.selu.edu/~ssmith/FORUM/downlo ... &mode=viewArgh wrote:3. No lighting, use sparse teamcolor. Doesn't work, it's practically invisible at range.
Wait, so full black would be hard to see and wouldn't show up well if glowing. hang on while I make no light glow.Argh wrote:4. Use lighting, use sparse teamcolor. Works- with any lighter colors, reds, yellows, pinks, oranges, etc. More immersive, but doesn't work with darker colors very well.
Get on it. you are almost there.Argh wrote:5. Use no teamcolor. Nobody likes that.
Like learning how to do it properly? oh no, that is too much work.Argh wrote:6. Try something else.
no reply, just fixed your post for you.Argh wrote:I did something else with NanoBlobs, where I had "icons" that depicted teamcolor. These were fail because they made absolutely no sense. I tried that at first, with P.U.R.E. stuff, it didn't work, it was too distracting.
or you could learn to use teamcolor.Argh wrote:Maybe I should use a small, teamcolored marker next to the healthbar (although that would probably conflict with the Healthbar Widget). I'll try the AO solution here in a bit, that might be the most pleasant, although it comes with additional workflow, and immersion will break whenever the "light" doesn't move with the source, so locations would have to be picked very, very carefully.
also, while we are on that topic... I never said that, you are putting words in my mouth, that isn't fair! I mean seriously, just because you have some alternate reality where you are always right does not also have me saying such inelegant things.There are lines that shouldn't be crossed, and you're well past that point here. Disagreements between people about something as vague as this topic should not constantly degenerate into "you're a moron if you don't agree with me".
@Zpock: I watched your link, it's completely irrelevant.
Only if you are a moron, that was a good video, I added it to my research playlist when zpock posted it.
have you ever considered that we think your texturing is aweful
Fact of the matter is you never knew how to work springs team colors.
why did you do it in pure then... oh wait because you do not know what you are doing.
Take a look at the modified one in Evolution. Yes it does clip a little bit, but it looks really nice.Argh wrote:Does the teamcolor platter widget no longer clip?
