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Ranma
- Posts: 384
- Joined: Sun Jun 19, 2011 5:16 pm
- Location: Jakarta, Indonesia
Re: Dyes and Paints
Doesn't matter as long as it's good enough to be implemented
Everything the light touches, is my kingdom.
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Killface
- Posts: 264
- Joined: Mon Oct 05, 2009 5:27 am
Re: Dyes and Paints
I.. What? Then don't.. What?
Jackard wrote:kvc has eleven secret herbs and spices
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Massa
- Posts: 1747
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- Location: the hams
Re: Dyes and Paints
We need 1x2 scrolls to draw on.loftar wrote:Tables, chairs and map grimoires are planned.
Well, mostly I just haven't gotten around to it, but it isn't entirely trivial either.Pacho wrote:Are there technical issues with making clothing colors be changed programatically? or have you just not gotten around to it? =P
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.


ass blast USA
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popfor
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Re: Dyes and Paints
We need 1x2 scrolls to draw penises on.loftar wrote:Tables, chairs and map grimoires are planned.
Well, mostly I just haven't gotten around to it, but it isn't entirely trivial either.Pacho wrote:Are there technical issues with making clothing colors be changed programatically? or have you just not gotten around to it? =P
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.

my avatar is stolen without permission

#badboysclub