Tcolours and recruiting
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Tcolours and recruiting
Tcolouring is great, but there is one odd thing, though. I don't know if it's being corrected, at least, I haven't seen anyone mentioning it as being woked on. If it is, then this thread has no reason to be.
I noticed that in the recruiting lists, units are shown with magenta colours. Couldn't they have the colours of the team that is recruiting the units?
Of course, this is not very important. I think it's not too difficult to do and it would be quite good.
I noticed that in the recruiting lists, units are shown with magenta colours. Couldn't they have the colours of the team that is recruiting the units?
Of course, this is not very important. I think it's not too difficult to do and it would be quite good.
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This is also an issue with almost everywhere images are displayed except when on the field of battle.
It seems to me we need to either create a tcolored-for-side-1 version of each unit, so we can use them in places like this, or (preferrable) find some way to make every image in the game displayed as if magenta is the team color, except in-game when the unit file says otherwise.
It seems to me we need to either create a tcolored-for-side-1 version of each unit, so we can use them in places like this, or (preferrable) find some way to make every image in the game displayed as if magenta is the team color, except in-game when the unit file says otherwise.
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Bear in mind, team-coloring is only the beginning of automatic unit recoloring. Once that is done, there is talk of recoloring things like hair and horses and tunics and so on, each with one of several possible colors, chosen at recruiting time, as a way of differentiating recruited units from one another visually. Personally, I consider that to be the real benefit of the recoloring capability, TC practically a footnote in comparison.turin wrote:It seems to me we need to either create a tcolored-for-side-1 version of each unit, so we can use them in places like this, or (preferrable) find some way to make every image in the game displayed as if magenta is the team color, except in-game when the unit file says otherwise.
So, the solution to this needs to be general enough to cope with that. I don't think just assuming "magenta is the team color" is adequately general.
actually, I'm corecting it everywhere.... except in the recall list where it's complicated
[tecnicall mode on]
the problem is that the recall list is implemented with a menu widget and the menu widget can only take an image as a filename. it needs to be able to take a SDL surface.
I'm working on something else right now and can't change that... I'll discuss it with Morloth (who is redoing the GUI
[technicall mode off]
[tecnicall mode on]
the problem is that the recall list is implemented with a menu widget and the menu widget can only take an image as a filename. it needs to be able to take a SDL surface.
I'm working on something else right now and can't change that... I'll discuss it with Morloth (who is redoing the GUI
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COOL!Boucman wrote:actually, I'm corecting it everywhere.... except in the recall list where it's complicated
[tecnicall mode on]
the problem is that the recall list is implemented with a menu widget and the menu widget can only take an image as a filename. it needs to be able to take a SDL surface.
I'm working on something else right now and can't change that... I'll discuss it with Morloth (who is redoing the GUI
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I would love to see poisoined units skin turn green! I suppose this and the things you speak of would require all the units to be redone in a layered graphic format where the hair is one layer, team color another, clothes another, skin another etc.jonadab wrote:Bear in mind, team-coloring is only the beginning of automatic unit recoloring. Once that is done, there is talk of recoloring things like hair and horses and tunics and so on, each with one of several possible colors, chosen at recruiting time, as a way of differentiating recruited units from one another visually. Personally, I consider that to be the real benefit of the recoloring capability, TC practically a footnote in comparison.
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If it's neccesary to use a "layered graphic format" (whatever you mean by that) to do these things we won't do them. (untill such time as such a format exists that works as well for our purposes and has readily available editors)Woodwizzle wrote:I would love to see poisoined units skin turn green! I suppose this and the things you speak of would require all the units to be redone in a layered graphic format where the hair is one layer, team color another, clothes another, skin another etc.jonadab wrote:Bear in mind, team-coloring is only the beginning of automatic unit recoloring. Once that is done, there is talk of recoloring things like hair and horses and tunics and so on, each with one of several possible colors, chosen at recruiting time, as a way of differentiating recruited units from one another visually. Personally, I consider that to be the real benefit of the recoloring capability, TC practically a footnote in comparison.
However it's possible that a modification of the TColoring engine could accomplish these things.
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I agree that it would be tremendous work to do so and the advantage would be aesthetic only. Just seemed like Jonadab knew something about it I don't.
A layered format btw would be something like adobe's .psd or gimp's .xcf I believe it is also possible with .tiff but I'm not sure how.
A layered format btw would be something like adobe's .psd or gimp's .xcf I believe it is also possible with .tiff but I'm not sure how.
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Which would also make the game huge, and it'd be better to just use seperate .PNGs , .xcf's are only useful if you want to edit them later, otherwise its better to use .PNGWoodwizzle wrote:I agree that it would be tremendous work to do so and the advantage would be aesthetic only. Just seemed like Jonadab knew something about it I don't.
A layered format btw would be something like adobe's .psd or gimp's .xcf I believe it is also possible with .tiff but I'm not sure how.