[No] Powerup color hue shift

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Powerup color hue shift

Postby SuperCrazyMan » Thu Jun 28, 2012 1:10 am

Unless I missed something on the wiki, there doesn't seem to be a way to define the player pain flash color or the radiation suit visor color, only the item pickup flash color. I'd appreciate if a way to define the player pain flash color and the radiation suit visor color were to be added, since I'm working on a small mod that requires that these be changed (the player has blue blood since he's an alien, and the radiation suit is replaced with a spherical transparent red force field).

Thanks for taking the time to read this.

EDIT: Actually, is it possible to consider an option to shift hues on the rendered image by a user defined number of degrees (from -179 to 180)? This would be very helpful.
Last edited by SuperCrazyMan on Thu Jun 28, 2012 4:37 am, edited 2 times in total.
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Re: MAPINFO: PainColor and SuitColor

Postby XutaWoo » Thu Jun 28, 2012 1:48 am

powerup.color and player.damagescreencolor.

I don't think you really looked at the wiki.
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Re: MAPINFO: PainColor and SuitColor

Postby SuperCrazyMan » Thu Jun 28, 2012 4:32 am

Ah, crap. I was looking in MAPINFO's page. I was doing wiki searches and that didn't come up, I do apologize for not being able to find it myself.I suppose this can be closed now.

EDIT: Actually, is it possible to consider an option to shift hues on the rendered image by a user defined number of degrees (from -179 to 180)? This would be very helpful.
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Re: MAPINFO: PainColor and SuitColor

Postby amv2k9 » Fri Jun 29, 2012 4:09 pm

SuperCrazyMan wrote:EDIT: Actually, is it possible to consider an option to shift hues on the rendered image by a user defined number of degrees (from -179 to 180)? This would be very helpful.
You could use Translation.
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Re: Powerup color hue shift

Postby Gez » Fri Jun 29, 2012 4:16 pm

I don't see how you'd apply a translation on a screen blending effect...

Also, palette swaps are very different from hue shifting. For one thing, hue shifting would also affect colors outside of the palette.
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Re: Powerup color hue shift

Postby Graf Zahl » Sat Jun 30, 2012 1:36 am

... and I don't see how a hue shift could be implemented efficiently.
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Re: Powerup color hue shift

Postby randi » Sat Jun 30, 2012 4:32 pm

A color matrix looks like the solution to that problem. It would also generalize several other screen flashing operations.
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Re: Powerup color hue shift

Postby Kate » Sat Jun 30, 2012 4:58 pm

Actually I can sort of testify to that. I looked up a hue shift shader recently to give my crystals a nice colorful glowing effect and it works quite nicely using a 3x3 color matrix rotation (though of course that could also be because being a shader, it runs dedicated on the graphics card, but still, there was no noticable drop in FPS at all, even when it was preserving luminescence (which I disabled for the crystal here to make it smoother when animating)).

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Re: Powerup color hue shift

Postby SuperCrazyMan » Fri Jul 06, 2012 7:40 am

randi wrote:A color matrix looks like the solution to that problem. It would also generalize several other screen flashing operations.

Interesting. How doable would this be with both the 32-bit and 8-bit D3D renderers, and the GL renderer? Note that I'm only talking about the color overlay, not any in-world effects at all.
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Re: Powerup color hue shift

Postby Graf Zahl » Fri Jul 06, 2012 7:49 am

As a fullscreen effect a color matrix can be easily implemented as a shader. Of course, on hardware that needs special textures for any color transformation (like the invulnerabilty map) it'd require a new set of textures and any kind of rapid changes would pretty much stall the engine.
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Re: Powerup color hue shift

Postby SuperCrazyMan » Sat Jul 07, 2012 1:46 pm

Well, if you guys are taking color matrices into consideration, is it possible to consider having an option for screen flashes to effect hues and saturation only and not value?
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