Author Topic: Team colours suggestion  (Read 9109 times)

switchcode

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Team colours suggestion
« on: August 20, 2007, 07:23:39 pm »
I thought itd be cool to have skins for individual clans; they could be hosted on imageshack or aome other hosting place.. THEN realised how long it would take to get large games going..
 SO.. How about just having one primary, one secondary, and a trim colour? You could just use your name as variable for the colours, like
/name ^1Switc^2H^1codE p000000h sffffffh t999999h
to set my username and black as primary colour for whatever i play as, white for secondary colour, and grey for trim..

  Sorry if this is posted in the wrong place; I couldnt find a "suggestions" thread..

Caveman

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Team colours suggestion
« Reply #1 on: August 20, 2007, 07:39:09 pm »
You might have hit pay dirt if you'd searched for "new skin" "colored models".

ShadowNinjaDudeMan

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Team colours suggestion
« Reply #2 on: August 20, 2007, 09:45:13 pm »
Itd be cool if there were an external app that changes these Proimary, Secondary and trim colours, and then saves the skin for you.

Bit like a Tremulous, external application of DOW Army Painter.

Clans would each have their own models for scrims.

A good idea, but not an urgent one.
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imperiumZero

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« Reply #3 on: August 21, 2007, 08:04:49 am »
I believe it would be possible to do something much like this, but not as individual models persay (.md3's).

Some problems exist if the client could choose it's own model.

If we could choose our own model:
1)Someone could choose a 1u/1u/1u box to represent themselves. Very Hard to see!
2)Pure servers would have to have one copy of EVERY MODEL of every player that ever joined. That means getting an upload from the client. Security Issue?
3)ALL clients would have to have that player's model.

Of course, a simple ARGB, (maybe without the A :eek: ), being a userinfo variable to show clan colors.....yeah...it might work.
lt;kevlarman> because microsoft's drivers are absolutely horrible that couldn't accelerate glxgears if they tried

tuple

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Team colours suggestion
« Reply #4 on: August 21, 2007, 12:38:31 pm »
Do you have problems telling the teams apart?

Could a client be set to show the most colorful, visible skins of everyone?

While a fun idea, it seems like a lot of work for a dev to produce very little results that are actually useful ingame.  If it was marines vs marines or aliens vs aliens it would be different, but as it stands I can usually tell a tyrant from a battlesuit! :P

ShadowNinjaDudeMan

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« Reply #5 on: August 21, 2007, 03:00:19 pm »
Quote from: "tuple"
but as it stands I can usually tell a tyrant from a battlesuit! :P


Try that with Beer Goggles on...
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switchcode

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« Reply #6 on: August 21, 2007, 04:51:20 pm »
This is why I thought skins would be too slow, server-b/w wise. If you just had the same skins as now, but with colours definable for individual players, it would take hardly any effort at all coding wise, and would make no difference at all to loading times.
  Id love to see something this simple implemented in trem1.2.. If you could see the difference between 2 teams of the same species, you could even think about having like 2human, 2alien teams on the same map.. Itd be cool within the same clans too; Say your clan uses black primary colour and grey secondary, you could use the trim colour to differentiate between different clan members.

[EDIT] I just saw the comment abt a DOW-style army painter app; Thats exactly what I mean =j

ShadowNinjaDudeMan

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« Reply #7 on: August 21, 2007, 08:10:47 pm »
Yes, my pshycic powers arent defective.
Try for 1.3, or veven 1.25.
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Odin

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Team colours suggestion
« Reply #8 on: August 22, 2007, 12:28:37 am »
If someone were to join with a custom model all players would have to immediately download the file, causing lag every time someone joins.

NEXT.

techhead

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« Reply #9 on: August 22, 2007, 03:43:09 am »
Unless the "Custom Models" were really normal models with colored shaders applied to them...
Cmon think about it, only 8 would be enough to quell the noobs.
Red, Green, & Blue (Primary)
Cyan, Magenta, & Yellow (Secondary)
Black & White (Tertiary)
Mind you, you really would only need these to tell teammates apart...
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imperiumZero

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« Reply #10 on: August 22, 2007, 07:27:25 am »
AhaHAHAHHAHAH LAWL:

Code: [Select]

re->shaderRGBA[0] = 0xFF;
re->shaderRGBA[1] = 0xFF;
re->shaderRGBA[2] = 0xFF;
re->shaderRGBA[3] = 0xFF;


Set your favourites.....
lt;kevlarman> because microsoft's drivers are absolutely horrible that couldn't accelerate glxgears if they tried

benmachine

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« Reply #11 on: August 23, 2007, 12:44:35 am »
Quote from: "switchcode"
it would take hardly any effort at all coding wise,

You do it then ;)

if I believed this statement I would have started already.
benmachine

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« Reply #12 on: August 23, 2007, 01:55:35 am »
Quote from: "Odin"
If someone were to join with a custom model all players would have to immediately download the file, causing lag every time someone joins.

NEXT.

You do the colors like techhead suggested.. a few stock ones that can be tweaked a bit without requiring download. Then you have the OPTION of allowing custom skin downloads. This can be done at the start or end of a map to minimize lag, download the skin to a skins folder and just map it. Should cause no lag just to map a different skin... works pretty well in the other games i've seen

switchcode

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« Reply #13 on: August 23, 2007, 05:30:48 pm »
I think I already said this three times; Im not talking about custom player models. Im talking about shading the same models as every client uses according to how the player wants.
fucking "NEXT" yourself dude; Did you actually read any of the posts on this thread?

Taiyo.uk

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« Reply #14 on: August 23, 2007, 06:04:22 pm »
I prefer the clone army to the teletubby army.

stalefries

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« Reply #15 on: August 23, 2007, 08:24:16 pm »
Quote from: "Taiyo.uk"
I prefer the clone army to the teletubby army.

Well said.
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Exterminans

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« Reply #16 on: August 23, 2007, 09:45:07 pm »
I dont understand the problem.
It shouldnt be a problem to create a semitransparent shader as mask and add a dynamic(single color)-shader as teamcolor.

techhead

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Team colours suggestion
« Reply #17 on: August 23, 2007, 11:23:51 pm »
Imperium Zero mentioned the models first, and thus hijacked the thread.
Benmachine, how hard would customized shaders with masks be?
I could even draw the individual masks for you if you want.
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benmachine

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« Reply #18 on: August 23, 2007, 11:35:44 pm »
Quote from: "techhead"
Imperium Zero mentioned the models first, and thus hijacked the thread.
Benmachine, how hard would customized shaders with masks be?
I could even draw the individual masks for you if you want.

I dunno, it's not a field I've ever investigated. This means I would probably have to learn a bunch of stuff about cgame before I would be able to do it, which probably means pretty hard. Hard enough to not be worth my while - not, at least, until I'm a little better at clientside stuff.

Of course, if you were to ask someone else, you might get it done a lot more quickly.
benmachine

techhead

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« Reply #19 on: August 24, 2007, 02:30:06 am »
Note to self: Ask around, perhaps topic in modding forum.
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n00b pl0x

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« Reply #20 on: August 24, 2007, 04:17:53 am »
ok my clan calls atcs textured models
will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?

Vector_Matt

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« Reply #21 on: August 24, 2007, 02:38:08 pm »
Quote from: "n00b pl0x"
ok my clan calls atcs textured models
*sigh* They are not talking about custom textures, just semi-custom colors via a special shader and mask. The shader would be 50% (give or take) transparent, and would only affect certain parts of the model. The only part that players could modify are the RGB values of the shader via the cfg files.

kevlarman

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« Reply #22 on: August 24, 2007, 04:18:25 pm »
Quote from: "Vector_Matt"
Quote from: "n00b pl0x"
ok my clan calls atcs textured models
*sigh* They are not talking about custom textures, just semi-custom colors via a special shader and mask. The shader would be 50% (give or take) transparent, and would only affect certain parts of the model. The only part that players could modify are the RGB values of the shader via the cfg files.
most of atcs is a single color, they could call that rgb value >.>
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imperiumZero

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« Reply #23 on: August 24, 2007, 08:27:11 pm »
okay,

colors are divied into a 4 part struct;

a[0] is red;
a[1] is green;
a[2] is blue;
a[3] is alpha (or transparency);

since an alpha shader mod would be a bit of a problem, lets say just the RGB colors.

WHAT PREVENTS SOMEONE FROM MAKING AN EXTREMELY OBVIOUS CHAM HACK NOW?

I know. Let's set ALL visible players to { 1.0f, 1.0f, 0.0f, 1.0f}....


CAN YOU SEE ME NOW????

It's a bad idea.
lt;kevlarman> because microsoft's drivers are absolutely horrible that couldn't accelerate glxgears if they tried

Exterminans

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« Reply #24 on: August 24, 2007, 10:22:08 pm »
This wont happen ;)
Why? If someone decides to set alpha to 255 you will still see the original texture.

I've made a litle sketch in gimp to show you what i mean:


Mask and the base are static, only the teamcolor can be changed.

imperiumZero

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« Reply #25 on: August 24, 2007, 10:39:52 pm »
I just said ignore that alpha...didn't you read that?

My point is that a IRIDESCENT YELLOW DRETCH is very easy to see, even in a dark room.
lt;kevlarman> because microsoft's drivers are absolutely horrible that couldn't accelerate glxgears if they tried

Exterminans

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« Reply #26 on: August 24, 2007, 10:48:07 pm »
This argument is crap, you still can make the aliens glowing in the dark using custom shader.

imperiumZero

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« Reply #27 on: August 24, 2007, 11:52:21 pm »
Yes true, but you'd also need to change cgame for EVERYONE, play unpure,  or use a bypass....
lt;kevlarman> because microsoft's drivers are absolutely horrible that couldn't accelerate glxgears if they tried

Vector_Matt

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« Reply #28 on: August 25, 2007, 03:10:20 pm »
Quote from: "imperiumZero"
Yes true, but you'd also need to change cgame for EVERYONE.
*cough*Tremulous 1.2.0*cough*