Haven & Hearth is an amazing game, but there is nothing ground breaking or never seen before systems in it. Here is my idea, (semi)custom content! Lets say you want a hooded blue cloak with red trim. This would work like equipping an item, except the item is equipping another item. Here is how you would make that cloak.
1. Make a white cloak
2. Attach a hood
3. Get blue dye from grinding inkweed on a quern (red is mullberry, purple is both mixed, green is leaves, yellow is apple core, so forth.
4. Apply dye to white cloak to make a blue cloak.
5. Make white trim
6. Dye trim red
7. Attach to blue cloak
8. ???
9. Profit
And there you have it! How this would work code wise, is there would be cloaks of all colors available, and hoods of all colors available, and trims of all colors available, and they are attached to the cloak like the game would attach a pair of shoes to your character. This idea would work for a wide range of content, but I am just throwing this out there. Thanks!
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farmchamp
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Custom Items, not as imposible as you think!
OhNiner - Farmer, hunter, wanabee thief and general noob.
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theTrav
- Posts: 3464
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Re: Custom Items, not as imposible as you think!
Hmm, I believe dyes have been suggested many times and is a pretty cool idea.
Trims and modular clothing seems pretty cool too.
Trims and modular clothing seems pretty cool too.
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Hamel
- Posts: 356
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Re: Custom Items, not as imposible as you think!
I like the idea, but:
I demand midnight blue! Midnight blue, I say! Where are those dimple cups?!farmchamp wrote:3. Get blue dye from grinding inkweed on a quern (red is mullberry, purple is both mixed, green is leaves, yellow is apple core, so forth.
The grumpiest tree you ever did see.
Character: Hamel, previously Chieftain of Ancient Bottleneck, a founding father of the Confederation of Bottleneck. Currently a hibernating soul.
Character: Hamel, previously Chieftain of Ancient Bottleneck, a founding father of the Confederation of Bottleneck. Currently a hibernating soul.
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CG62
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Re: Custom Items, not as imposible as you think!
Surcoats and Tabbards.
That, plus a complete set of chainmail and a great helm = WIN
That, plus a complete set of chainmail and a great helm = WIN
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Delamore
- Posts: 1234
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Re: Custom Items, not as imposible as you think!
You're a genius! If only someone else had thought of this and completely ignored the fact that the problem with customization isn't how it works, but spiriting all those different colors, or coming up with code to to it automatically.
You're retarded.
You're retarded.
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Sarge
- Posts: 2059
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Re: Custom Items, not as imposible as you think!
Wow... who pissed in your porridge?Delamore wrote:You're a genius! If only someone else had thought of this and completely ignored the fact that the problem with customization isn't how it works, but spiriting all those different colors, or coming up with code to to it automatically.
You're retarded.
Prolly very hard, prolly too much work to implment too, but it would look cool. Thumbs up for suggesting an idea.
factnfiction101 wrote:^I agree with this guy.
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Potjeh
- Posts: 11824
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Re: Custom Items, not as imposible as you think!
I admit I'm not much of a programmer, but I think that applying colour masks isn't that difficult to achieve. Sort of like RTS games put player colours on units. Redrawing sprites for each colour would be utterly insane. Loftar has said in the mosaics thread that the game doesn't support it yet, but he'd be interested in implementing this because it could be used for a wide range of things.
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theTrav
- Posts: 3464
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Re: Custom Items, not as imposible as you think!
... for some reason that sentence takes me longer to process than it should... are you sending us subliminal insanity messages del?Delamore wrote:completely ignored the fact that the problem with customization isn't how it works, but spiriting all those different colors, or coming up with code to to it automatically.
1 - I tend to prefer posts that give a rough outline of the idea to ones that presume to tell J&L how to make things happen. They're the devs, I'm sure they can figure it out
2 - How it works is pretty closely linked to code to do it automatically...
Hue & saturation sliders for the win!
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Peter
- Posts: 1491
- Joined: Thu Jun 04, 2009 3:36 am
Re: Custom Items, not as imposible as you think!
Hue is dead. It is a mac relic and only usable for ancient analogue tv signals.
The only- ONLY- relevant color scheme is optic RGB. That is how the eye works, how all display systems work, and I will consume anyone who dares disagree with me.
The only concession I make is that for dying cloth, one may perhaps allow the use of red, blue, and yellow dies, or perhaps a set of preset dies. I will refuse to use a hue-based dyeing system, and will instead color my cloth only in the blood of hue-users.
The only- ONLY- relevant color scheme is optic RGB. That is how the eye works, how all display systems work, and I will consume anyone who dares disagree with me.
The only concession I make is that for dying cloth, one may perhaps allow the use of red, blue, and yellow dies, or perhaps a set of preset dies. I will refuse to use a hue-based dyeing system, and will instead color my cloth only in the blood of hue-users.
Surprise.
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CG62
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Re: Custom Items, not as imposible as you think!
Hell, it sounds pretty easy.
Just get jorb to draw the item, and leave one completely white (with a bit of shading) for the base.
Then jorb makes every possible color variation (probably not that many to begin with) of that item.
The item is released, and a script is introduced that allows the player to click on dye > Right click a base item. The script then allows the player to choose between Base color, or (if the item has it) details.
Now I'm no expert programmer (I know bits and pieces of LUA and I know how to work the RM2k event editor), but it seems like child's play compared to some of the other things we have.
Just get jorb to draw the item, and leave one completely white (with a bit of shading) for the base.
Then jorb makes every possible color variation (probably not that many to begin with) of that item.
The item is released, and a script is introduced that allows the player to click on dye > Right click a base item. The script then allows the player to choose between Base color, or (if the item has it) details.
Now I'm no expert programmer (I know bits and pieces of LUA and I know how to work the RM2k event editor), but it seems like child's play compared to some of the other things we have.
