Variable colours

All development of pixel art and graphics

Would you like it?

Yay for variable colours!
56
89%
Nah, stupid idea.
3
5%
I don't really care.
4
6%
 
Total votes: 63
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Modanung
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Post by Modanung » Thu Feb 01, 2007 4:49 pm

Sorry, I had a sudden urge to do another example...
Image
Only used hue and saturation shifting. The base image is only made up of transparency, pure red (X,0,0) and pure green (0,X,0).
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Fettsack
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Post by Fettsack » Fri Feb 02, 2007 11:18 am

hi

i just made a small test. hope that helps.
http://horstderbiber.funpic.de/kram/tmw_varcols.rar
source is included

you can test other clothes by replacing the "kimono.png" with yours. the source image needs to be b+w with a very high contrast.
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Crush
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Post by Crush » Fri Feb 02, 2007 4:25 pm

...and now again with C++ and both for OpenGL and SDL surfaces and it even has use for us.
  • former Manasource Programmer
  • former TMW Pixel artist
  • NOT a game master

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ElvenProgrammer
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Post by ElvenProgrammer » Fri Feb 02, 2007 8:12 pm

Nice tool.
Fungos Bauux
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Post by Fungos Bauux » Thu Aug 16, 2007 4:33 pm

Here is my proposal based in Modanung idea and Ultima Online Palette system.

Please, review the patch and test it:
http://mantis.themanaworld.org/view.php?id=41
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Falcata
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Post by Falcata » Thu Aug 16, 2007 8:44 pm

You could try an approach similar to Charas.EX. It is a program that makes sprites by combining a body, face, hair, clothes, and accessories. Each component image is imported, and when importing, you can use a color picker tool to define up to 3 different "regions" on the image. When selecting a component image to make a sprite, you can alter the coloration of each region on the component.
zick
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Post by zick » Mon Sep 17, 2007 5:13 am

what about using a "cookie" type file on the clients machine that stores a players colorscheme info (and a variety of other stuff) that the server sends when a player enters viewing distance ... that way the server doesn't have to always keep sending it. don't know if this makes an ounce of sense ...
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