Note that "custom image" does not necessarily equate to "completely arbitrary image". We do have some game-mechanic ideas on the matter. :)LadyV wrote:I'm not for custom image though that is ripe for abuse.
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loftar
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Re: The Wardrobifier
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Potjeh
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loftar
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Re: The Wardrobifier
I have no higher wish.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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loftar
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Re: The Wardrobifier
Well, on a technical level I wouldn't necessarily mind experimenting with dyes and stuff, but I'm a bit wary of setting the precedent, because once we start going down that road I can easily see that we soon get into a situation where it seems unreasonable whenever there's a piece of clothing that is not dyable, and perhaps even not having separately dyable parts and what not.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Potjeh
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loftar
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Re: The Wardrobifier
Well, yes, that in and of itself is fairly simple, but if every piece of clothing is to be dyable, then it starts needing wider systems and formalizations, like a more general protocol for transferring dyeing information to the client, a system for managing dyable parts of clothes, &c&c. That's why I said I'm interested in playing with it, but wary of taking it to the general level.
Then again, it should also be said, that it's not quite as simple as one might naively think, because color changes that look good can be a bit of a science in order to preserve highlights and such things in a good way.
Then again, it should also be said, that it's not quite as simple as one might naively think, because color changes that look good can be a bit of a science in order to preserve highlights and such things in a good way.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Galthon
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Re: The Wardrobifier
It would be a bit tricky to do with the current art work, and I have little to no idea of what it might take to process on the client end properly. But my thoughts would be along the line of processing current images in the HSL colorspace to record and strip the current hue and light, making the hue and light variables that could be sent along with current metadata, i.e. quality. Keeping the saturation constant would preserve most of the shading, and I'd suggest clamping the light to a 25-50% variance to avoid "blacker then the blackest balck, times infinity" and "Blinded by the face of Jorbtar" effects for extreme values.loftar wrote:Then again, it should also be said, that it's not quite as simple as one might naively think, because color changes that look good can be a bit of a science in order to preserve highlights and such things in a good way.
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loftar
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Re: The Wardrobifier
Yes, I know; I'm not saying that I don't have any idea about what to do. I'm just saying that it needs some experimentation before one finds a method that looks good and is useful enough (the HSV-manipulation method doesn't allow one to have accents of a specific color, for instance).
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Galthon
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Re: The Wardrobifier
The point, good sir, is yours. That fact had escaped my attention, and I have no suggestions that won't overly complicate things or result in large amounts of tedium while preparing images.