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loftar wrote:Tables, chairs and map grimoires are planned.Pacho wrote:Are there technical issues with making clothing colors be changed programatically? or have you just not gotten around to it? =P
Well, mostly I just haven't gotten around to it, but it isn't entirely trivial either.
To begin with, I'd need to be able to pass sprite data to each of the sprites in the the haven.Layered Gob attribute, figure out a good definition of identity for sprite data, and integrate that with the layer cache (the haven.Layered$LayerCache class and the whole Sprite.stateid stuff, in the likely case that you haven't seen it), and also manage and keep track of the data server-side; also, the avatar layers would need to be parameterizable as well. All in all, it's obviously something that can be done, but there is a bit of work involved.
More importantly, though, there's the issue of which colorspace transformation to use. Obviously, it has to be more capable than just translating a single mask color to a specified color -- shades of various kinds need to be preserved. It also cannot be as simple as a per-channel multiplication, because that would be unable to preserve highlights. I have considered the possibility to apply HSV transformations, but that, too, could easily come to suck a bit for sprites that may need multiple colors. It can be argued that they may be implemented with multiple layers, simply, but it needs a bit of thought.
loftar wrote:Tables, chairs and map grimoires are planned.Pacho wrote:Are there technical issues with making clothing colors be changed programatically? or have you just not gotten around to it? =P
Well, mostly I just haven't gotten around to it, but it isn't entirely trivial either.
To begin with, I'd need to be able to pass sprite data to each of the sprites in the the haven.Layered Gob attribute, figure out a good definition of identity for sprite data, and integrate that with the layer cache (the haven.Layered$LayerCache class and the whole Sprite.stateid stuff, in the likely case that you haven't seen it), and also manage and keep track of the data server-side; also, the avatar layers would need to be parameterizable as well. All in all, it's obviously something that can be done, but there is a bit of work involved.
More importantly, though, there's the issue of which colorspace transformation to use. Obviously, it has to be more capable than just translating a single mask color to a specified color -- shades of various kinds need to be preserved. It also cannot be as simple as a per-channel multiplication, because that would be unable to preserve highlights. I have considered the possibility to apply HSV transformations, but that, too, could easily come to suck a bit for sprites that may need multiple colors. It can be argued that they may be implemented with multiple layers, simply, but it needs a bit of thought.
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