The Colorening
Posted: Sat Dec 13, 2014 10:22 pm
So there's been a discussion in coderbus that has led to an idea about using the color var. This has been tossed around a bunch but basically it's about using the color var differently.
Currently the color var by default is unbelievably terrible and has several restrictions. I'm not sure what this is called, it might be MULTIPLYING.
Pros:
-Works with just a hex value, so it's easy to set up
Cons:
-Main color has to be completely white
-Does not allow and sort of lighting or highlights
-Leaves a sickly grey with just about anything already pale
This is completely unacceptable. I refuse to work with this, it's just way too restrictive and is a huge step backwards. It HAPPENS to work decently enough with humans when I tried to greyscale them with this method.
Here are some results with humans, this one being Caucasian 2:
Left: Original, Mid: Greyscale, Right: Results with hex value #fcccb3
![Image](http://i.imgur.com/qUWQGaf.png)
Again, it is a COINCIDENCE it works with humans. The results are... much less acceptable with other sprites. And even here you can see some grey in the outline I simply can't do anything about.
JStheguy mentioned an alternative, apparently something called ADDING. It does not just add on color to your mob, rather it changes the grey colors themselves, starting from the middle point of luminosity (50%, or in this case 120 out of 240).
Pros:
-Allows for lighting and highlights
-No grey leftovers, or much less noticeable amounts
Cons:
-Currently no one knows how to do this, could be significantly more difficult to set up.
I desperately need someone to figure out how this even works so that I can follow their steps and replicate it. Without this, greyscaling humans is going to leave us with terrible results, and will make greyscaling just about anything else impossible.
Here's how its greyscale counterpart may look:
Left: Original, Mid: Greyscale, Right: Results unknown
![Image](http://i.imgur.com/yOg7Zgx.png)
I could also just be mixing these words, don't mind that I'm retarded.
SEND HELP PLEASE.
Currently the color var by default is unbelievably terrible and has several restrictions. I'm not sure what this is called, it might be MULTIPLYING.
Pros:
-Works with just a hex value, so it's easy to set up
Cons:
-Main color has to be completely white
-Does not allow and sort of lighting or highlights
-Leaves a sickly grey with just about anything already pale
This is completely unacceptable. I refuse to work with this, it's just way too restrictive and is a huge step backwards. It HAPPENS to work decently enough with humans when I tried to greyscale them with this method.
Here are some results with humans, this one being Caucasian 2:
Left: Original, Mid: Greyscale, Right: Results with hex value #fcccb3
![Image](http://i.imgur.com/qUWQGaf.png)
Again, it is a COINCIDENCE it works with humans. The results are... much less acceptable with other sprites. And even here you can see some grey in the outline I simply can't do anything about.
JStheguy mentioned an alternative, apparently something called ADDING. It does not just add on color to your mob, rather it changes the grey colors themselves, starting from the middle point of luminosity (50%, or in this case 120 out of 240).
Pros:
-Allows for lighting and highlights
-No grey leftovers, or much less noticeable amounts
Cons:
-Currently no one knows how to do this, could be significantly more difficult to set up.
I desperately need someone to figure out how this even works so that I can follow their steps and replicate it. Without this, greyscaling humans is going to leave us with terrible results, and will make greyscaling just about anything else impossible.
Here's how its greyscale counterpart may look:
Left: Original, Mid: Greyscale, Right: Results unknown
![Image](http://i.imgur.com/yOg7Zgx.png)
I could also just be mixing these words, don't mind that I'm retarded.
SEND HELP PLEASE.