Game Development: Coat of Many Colors

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Re: Game Development: Coat of Many Colors

Postby Archiplex » Tue Oct 27, 2015 2:28 am

loftar wrote:
DaniAngione wrote:Could this be a thing? Now that you're adding oils and such for 'painting' those images, could we also get regular dyes for clothing one day? Linen clothing would appreciate it :D

We've considered it many a time, but it's a more complex discussion than "just adding". Among the issues encountered therein are such points as:
  • Many pieces of clothing have parts that should be dyed and parts that should not.
  • Some pieces of clothing should probably have parts that are dyeable in different colors.
  • How to specify the color of something is not always trivial given the existence of highlights, shadows, features, &c.
  • Opening that can of worms invites a rather extensive examination of which clothes should be dyeable.

Making clothes dyable probably, therefore, includes a more-or-less complete rework of clothes in general.


Would that be out of the picture as well?


Anyways, looking back at the sketchpage prices it probably isn't as terrible as I imagined due to lowered prices when buying in bulk- though lower prices are rather crazy in how expensive they are.
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Re: Game Development: Coat of Many Colors

Postby DaniAngione » Tue Oct 27, 2015 2:28 am

loftar wrote:
DaniAngione wrote:Could this be a thing? Now that you're adding oils and such for 'painting' those images, could we also get regular dyes for clothing one day? Linen clothing would appreciate it :D

We've considered it many a time, but it's a more complex discussion than "just adding". Among the issues encountered therein are such points as:
  • Many pieces of clothing have parts that should be dyed and parts that should not.
  • Some pieces of clothing should probably have parts that are dyeable in different colors.
  • How to specify the color of something is not always trivial given the existence of highlights, shadows, features, &c.
  • Opening that can of worms invites a rather extensive examination of which clothes should be dyeable.

Making clothes dyable probably, therefore, includes a more-or-less complete rework of clothes in general.


Comprehensible. Though these points consider a sophisticated, nicer system, I assume? I mean... Having like 3 color choices just for linen shirt or pants wouldn't be that difficult but wouldn't be as nice or acceptable as it could be, I guess (?)

Anyway, I'm glad it has been discussed before :P Maybe one day it could be a possibility - or just add some other clothing options like Hemp clothes for a little variety (like using hemp or linen or silk for the new chair) ;) would help a lot already :D
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Re: Game Development: Coat of Many Colors

Postby tiarali » Tue Oct 27, 2015 2:29 am

There's a confusing fate system that nobody but Jorb and Loftar understand, which limits your ability to find fate based curios.

About Linseed: I suspected it would be a new crop, but it's not listed as a new implementation?
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Re: Game Development: Coat of Many Colors

Postby venatorvenator » Tue Oct 27, 2015 2:30 am

You need one page from a Sketchbook per Sketch crafted. Sketchbook pages can be bought from the store, or crafted using a rare fatespawn.

How rare is it on a scale from bolete to edelweiß?
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Re: Game Development: Coat of Many Colors

Postby RickyP602 » Tue Oct 27, 2015 2:31 am

Why no patch hat?
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Re: Game Development: Coat of Many Colors

Postby Kirche » Tue Oct 27, 2015 2:34 am

RickyP602 wrote:Why no patch hat?


Gotta get those sketchbook page sales
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Re: Game Development: Coat of Many Colors

Postby DaniAngione » Tue Oct 27, 2015 2:35 am

venatorvenator wrote:
You need one page from a Sketchbook per Sketch crafted. Sketchbook pages can be bought from the store, or crafted using a rare fatespawn.

How rare is it on a scale from bolete to edelweiß?


And how much EXP*PER is needed? Can hermits, small villages, casual players and such dream of having their coat of arms or is a 82,000 per*exp bot needed?
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Re: Game Development: Coat of Many Colors

Postby jorb » Tue Oct 27, 2015 2:36 am

tiarali wrote:About Linseed: I suspected it would be a new crop, but it's not listed as a new implementation?


Press flax seeds. Flax = linseed.
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Re: Game Development: Coat of Many Colors

Postby Granger » Tue Oct 27, 2015 2:37 am

loftar wrote:
DaniAngione wrote:Could this be a thing? Now that you're adding oils and such for 'painting' those images, could we also get regular dyes for clothing one day? Linen clothing would appreciate it :D

We've considered it many a time, but it's a more complex discussion than "just adding". Among the issues encountered therein are such points as:
  • Many pieces of clothing have parts that should be dyed and parts that should not.
Make a stencil for the texture, use it to extract & convert the portion of the texture to greyscale, then tint it into the selected color, merge back (or into a new texture, to be precise).
Similar principle to what you're doing when highlighting items in inventory.
  • Some pieces of clothing should probably have parts that are dyeable in different colors.

Apply multiple stencils.
  • How to specify the color of something is not always trivial given the existence of highlights, shadows, features, &c.

You have a 3D-Engine, highlights and shadows should be handled by it and a no-brainer.
Especially should you go the suggested route of texture->stencil part to color->greyscale->tint->compose, since this will keep the alpha intact.
  • Opening that can of worms invites a rather extensive examination of which clothes should be dyeable.

Making clothes dyable probably, therefore, includes a more-or-less complete rework of clothes in general.


No, only a rework of the textures - as a system that generates (or modifies portions of them) them on the fly.
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Re: Game Development: Coat of Many Colors

Postby loftar » Tue Oct 27, 2015 2:40 am

Granger wrote:...

Don't get me wrong, I'm not saying I've no clue how it could be done, only that there are a lot of details that need to be clarified and determined. It's also not quite so easy as you make it out to be, for a number of reasons, some of which are the following:

Granger wrote:Make a stencil for the texture, use it to extract & convert the portion of the texture to greyscale, then tint it into the selected color, merge back (or into a new texture, to be precise).

Generating multiple textures on-the-fly for character rendering isn't all that good from a VRAM-usage standpoint.
Granger wrote:You have a 3D-Engine, highlights and shadows should be handled by it and a no-brainer.

I'm not referring to such shadows and highlights that are a result of the 3D model, but those that are part of the texture itself.
Granger wrote:No, only a rework of the textures - as a system that generates (or modifies portions of them) them on the fly.

What I was trying to say with that is that the base clothe textures themselves probably need to be reworked to work well with dyes.
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