Future Modding Features Revived
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- Stormchild
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Shape files have colours specified in the model itself. There is probably a way to tint them depending on the owner of the unit, but its more complex than simply altering the colour of a sprite rendering, especially as a model may have more than one colour and we need to keep these distinct when team-colouring.
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- Major Cooke
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- Major Cooke
- level4
- Posts: 670
- Joined: Mon Apr 03, 2006 1:35 am
Stormchild wrote:Shape files have colours specified in the model itself. There is probably a way to tint them depending on the owner of the unit, but its more complex than simply altering the colour of a sprite rendering, especially as a model may have more than one colour and we need to keep these distinct when team-colouring.
Given that I do not have access to the source code (hopefully I will be able to spend $45 soonish), the only suggestions that I can make come from playing with shape files (by hand, I might add). In the shape file, there is a section where colors are defined. Each color is defined on one line, with the following format:
Code: Select all
c: r g b
where c is a number from 0 to n-1 (where there are n colors used) which will be used to assign colors to vertices, and r, g, and b are numbers from 0 to 255 assigning a red, green, and blue value to each color. Would it be possible to simply add a fifth column, which controls team coloring? For instance, make it a boolean: 0 means that the color is to remain constant, regardless of team, and 1 means that it is to change depending upon team. Then the color can be altered in the same way that DG sprites are altered.
Alternatively, there must be some method for coloring units in the Multiwinia code, given that many units (such as ants) can change color, depending on team, but the shape files in Multiwinia seem to be identical to the shape files in Darwinia. How hard would it be to extract that method?
xander
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xander wrote:Stormchild wrote:Shape files have colours specified in the model itself. There is probably a way to tint them depending on the owner of the unit, but its more complex than simply altering the colour of a sprite rendering, especially as a model may have more than one colour and we need to keep these distinct when team-colouring.
Given that I do not have access to the source code (hopefully I will be able to spend $45 soonish), the only suggestions that I can make come from playing with shape files (by hand, I might add). In the shape file, there is a section where colors are defined. Each color is defined on one line, with the following format:Code: Select all
c: r g b
where c is a number from 0 to n-1 (where there are n colors used) which will be used to assign colors to vertices, and r, g, and b are numbers from 0 to 255 assigning a red, green, and blue value to each color. Would it be possible to simply add a fifth column, which controls team coloring? For instance, make it a boolean: 0 means that the color is to remain constant, regardless of team, and 1 means that it is to change depending upon team. Then the color can be altered in the same way that DG sprites are altered.
Alternatively, there must be some method for coloring units in the Multiwinia code, given that many units (such as ants) can change color, depending on team, but the shape files in Multiwinia seem to be identical to the shape files in Darwinia. How hard would it be to extract that method?
xander
Very easy, considering we have that source code too. This was exactly what I was going to look at, but I haven't had the time.
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Shwart!! wrote:Engineer research mostly worked well, I think. Granted, balance is of little concern in this case, but I think a progression of (10,15,25,40) is fine. I know the first 3 are as Darwinia had it, IDK about the last one. But I do think that +10 per level, above level 4, would be a good value.
Wait, programs can go above level 4? Is that a mod feature or somesuch?
It'd also be nice if you could list reasons for the changes, if possible- I sort of afree with Shwart that a lot of these don't seem necessary. Though it would be nice to have Darwinians and Officers with 4 research levels- do they start out at level 2 normally? I wonder if officers could be given the Formation command from Multiwinia for v3 or v4... though I'm under the impression that wouldn't be very useful if Darwinians could get rockets. Might also be somewhat redundant with the Absorb command, since it would tend to keep the Officer safe.
Oh yeah, and as noted these features should come with on/off buttons... perhaps the creators of mods could choose to put some of these into their mods? A lot of these would seem weird for that purpose, though. The rockets would certainly be interesting, maybe those could be v5 Darwinians or something like that.
- Major Cooke
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There's no way you can just "turn on/off" with these. I can guarantee you, the current version by Stormchild is as retail as it can get, though you can use more modding features now. I.e. I've remade the Biosphere map so it's... what, 8 different allies versus the white virus? *snickers*
Last time I checked, the only thing that wasn't working properly was ant color changing and strings acting retarded. I'd have to ask Stormchild again if he would be willing to look into it once more... at least, the ant colors anyway.
Last time I checked, the only thing that wasn't working properly was ant color changing and strings acting retarded. I'd have to ask Stormchild again if he would be willing to look into it once more... at least, the ant colors anyway.
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