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Color palette

PostPosted: 20 Jul 2014, 18:08
by Freddy
I noticed, that the color palette used to set player colors in the editor is somewhat weird... A lot of similar colors while some are totally left out. Would it be possible to alter it a bit? Or has this already been addressed somewhere else (didn't find anything)?

Re: Color palette

PostPosted: 21 Jul 2014, 02:19
by Lewin
That's because we're still using KaM's old commands for colours, which come from KaM's 256 colour palette. Those colours you see there are the only colours used in all KaM TSK/TPR game sprites ;) Amazing it can look so good with such a limited colour palette.

KaM Remake can happily show full RGB colours so we should add a new command to take an RGB colour, and then some way to select an RGB colour in game. I've added it to the todo list.

Re: Color palette

PostPosted: 21 Jul 2014, 04:53
by Krom
That is a bit unnecessary. If we add true RGB selector it would take a lot of space, some 350x200px (e.g. replica of MSPaint color selector). Instead I suggest to take some 256 palette that covers most of the colors. There's no big deal if those will be not as continuous as true RGB - noone will notice a 5% lightness change on a tiny KaM flags. Even current KaM palette is a good fit, some colors repeat, okay, but it still covers most of the range we need ;)

Re: Color palette

PostPosted: 21 Jul 2014, 10:04
by Freddy
Oh, ok. Thanks for the explanation. It really is neat, that the palette is all the colors of the sprites, that didn't even cross my mind just by looking at it. Anyway I know it is a low priority thing, but I would like to see a different palette. For me, some colors are missing (for example a nice wine color).

I'm thinking I could try to make a new palette, would it be possible for me to test it? And in what format should it be created? Would you consider adding it if it looks good?

Re: Color palette

PostPosted: 21 Jul 2014, 14:29
by Krom
Could you show of a few examples of missing colors? So we can see exactly how far they are from available colors?

Re: Color palette

PostPosted: 21 Jul 2014, 14:47
by pawel95
I was also wonrdering some time ago (And I also asked on the forum about it) For example the "Shining water" color. When you use this color in the Remake, it´s just a similar color to green/blue but nothing special/shiny.

Re: Color palette

PostPosted: 21 Jul 2014, 15:33
by Krom
KaM Remake does not knows about color names used in MissioEditor, if you refer to that :)

Re: Color palette

PostPosted: 21 Jul 2014, 15:34
by pawel95
I don´t care about the name itselves. It´s about the fact that this color for example doesn´t exist/isn´t showable in the Remake, as fast as I know.

Re: Color palette

PostPosted: 21 Jul 2014, 16:11
by Krom
So what is "that" color exactly? :)
What is the closest color existing in KaM palette in Remake MapEditor?
If they are close enough - no one will notice a difference.

Re: Color palette

PostPosted: 21 Jul 2014, 16:13
by pawel95
Give me a second, I will reinstall lewins missions editor and will try to make a small movie...

...and I have to patch TPR first :mrgreen:


However this might help you:

This was the standard red in the tsk campaign:
!SET_NEW_REMAP 24 25 26 27 28 29 30 31


That´s the "special "color :D :
SET_NEW_REMAP 241 242 243 244 245 246 245 246


The correct translation (Translated from Lewin´s Editor): "Glimmering water"

I hope you'll excuse me, but the new capture software have some problems with the resolution, so it´s that small :P Well as you can see this color is changing the contrast, also on the small image where the troop is shown(Troop interface):

http://www.twitch.tv/pawel95masterofhorses/b/549750617


Here is another color mix of blue, black and violett , the "midnight blue":


http://www.twitch.tv/pawel95masterofhorses/b/549752137

Re: Color palette

PostPosted: 21 Jul 2014, 17:29
by Krom
Due to technical implementation, Remake can not display multi-color (rainbows, black/blue or orange/red combinations) or palette-rotated (shimmering water) colors ;)
Remake can use only the base color and lighten/darken it.

Re: Color palette

PostPosted: 21 Jul 2014, 18:13
by Vatrix
That's a pity, because if you want to do, for example ghost army, something like shimmering water can do the job. (I was just thinking about making campaign with some supernatural story elements)

Re: Color palette

PostPosted: 21 Jul 2014, 19:54
by pawel95
Well yeah. I would like to use them really for some "special things". The problem is also that most "Special maps" like Conquest/Town Merchants have the standard color set to black/white for the ai (So it looks like neutral and you can "capture it"). However the players in the mp lobby have not to take these colors/similar colors, because then you can be really confused if it´s the army/building of your enemy/ally or of the neutral AI. Giving the ai such "shiny" color would solve this problem :mrgreen: However if you say that it isn´t possible technicaly, that´s sad and we have to think of other ways.

Re: Color palette

PostPosted: 21 Jul 2014, 21:52
by Freddy
Some of the colors I could see of use I have attached below. I certainly didn't mean any rainbow or dual colors. Just another map where a quarter of the space doesn't take up white and yellow. Also some colors are a bit harsh, for example the black used in the map and also in multiplayer is too sharp... a 97% grey would be much better.

Is there a way to test colors myself in a practical way? Altering a remap file inf the gfx folder? I have no idea where to look exactly for the color codes.

Re: Color palette

PostPosted: 22 Jul 2014, 08:12
by Lewin
I would like to change the colour palette in the map editor to still be 256 colours but have more variety, for example the colours Freddy attached. Maybe we can take some "standard" 256 colour pallet (8 bit colour) like these:
Image

Image

It would be trivial to implement that but it would give much better results than the KaM palette which was designed for the game sprites.