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New team colour: Brown, white and black.

Started by Psychedelic_hands, 11 October 2010, 11:54:48

Psychedelic_hands

I just find it weird how there is two greens and no brown... There could also be white and black.

silnarm

Black is no good (think minimap), white I don't like, but a slightly off-white could be good, there'll certainly be a brown when we go to 12 players.

Suggestions are most welcome, and peoples ideas for a 12 colour palette are encouraged...

Colour me in!
Glest Advanced Engine - Code Monkey

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Gabbe

#2
[img]http://img818.imageshack.us/img818/3130/utennavn.jpg[/img]

ChupaReaper

#3
[img]http://img251.imageshack.us/img251/3052/12colours.png[/img]

I can't see these getting mixed up with each other. Light is a next to white yellow which takes place of white and 'azure' is a near black blue taking the place of black. Aqua and Sky can be told apart and they're the hardest out of the lot, thanks to the tint of yellow Light is very different to Sky and can be picked out from Aqua too.

Gabbe


Zoythrus


John.d.h

#6
QuoteWarning - while you were typing 4 new replies have been posted. You may wish to review your post.
That was fast. :O

Is this what the first eight are?:
f00, 00f, 070, ff0
f0f, 0ff, 0f0, f70
[URL=http://img827.imageshack.us/i/66823466.png/][IMG]http://img827.imageshack.us/img827/1918/66823466.png[/img][/URL]
Bottom row: 707, 777, eff, 750

Although, I thought actual white looked quite fetching...
[URL=http://img809.imageshack.us/i/whitetc.jpg/][IMG]http://img809.imageshack.us/img809/9646/whitetc.th.jpg[/img][/URL]

Zoythrus

ive used black before, and it looked good too.

but John is right, we need white! (haha, i rhymed...)


John.d.h

#9
Black does look badass.  Too bad the mini-map is so dark.

Updated for eventual 16-player matches.
[URL=http://img841.imageshack.us/i/72941583.png/][IMG]http://img841.imageshack.us/img841/1194/72941583.png[/img][/URL]

f00, 00f, 070, ff0
f0f, 0ff, 0f0, f70
707, 777, eff, 750
700, aaf, 077, 955

silnarm

The current colours are:

1 Red:    0xFF, 0x00, 0x00
2 Blue:   0x00, 0x00, 0xFF
3 Green:  0x20, 0x7F, 0x00
4 Yellow: 0xFF, 0xFF, 0x00
5 Purple: 0xBF, 0x00, 0xBF
6 Cyan:   0x00, 0xBF, 0xBF
7 Lime:   0x4C, 0xFF, 0x4C
8 Orange: 0xFF, 0x7F, 0x00


The value for 'Lime' is the one used for the team texture (ie, on models) while a slightly different shade is use on the minimap.

Here's the 16 colour version I came up with a while ago, it has several obvious problems though...


Quote from: John.d.h on 14 October 2010, 02:25:48
Although, I thought actual white looked quite fetching...

Is that white? or grey...
Glest Advanced Engine - Code Monkey

Timeline | Downloads

John.d.h

Quote from: silnarm on 14 October 2010, 03:09:26
Is that white? or grey...
Pure white, but of course the textures aren't pure alpha, so it darkens it to a dingy grey like on those are-your-clothes-really-white bleach commercials for some of them.

silnarm

Glest Advanced Engine - Code Monkey

Timeline | Downloads

Zoythrus

Quote from: silnarm on 14 October 2010, 03:56:35
Ok.. mix 'n' match, how about this:



i can agree on this, although the 1st column, 2nd row and the 4th column, 1st row look too similar

Gabbe

Maybe, I will give my opinion when tested in-game.

John.d.h

#15
Some of those are nice, and I do like a few of your colors better than mine, but I feel some of yours are a bit dark for our mini-map.  I swapped out my weird brickish color for your tan, my magenta for your lavender, and I don't remember what else.
[URL=http://img692.imageshack.us/i/tc2k.png/][IMG]http://img692.imageshack.us/img692/167/tc2k.png[/img][/URL]

Now that I look at it, off-white and light tan may be a little too similar.

Psychedelic_hands

 I like John's  ;D But your right, the tan and white are too similar.

Why not some pink? haha

ChupaReaper

#17
Quote from: John.d.h on 14 October 2010, 05:03:50
Some of those are nice, and I do like a few of your colors better than mine, but I feel some of yours are a bit dark for our mini-map.  I swapped out my weird brickish color for your tan, my magenta for your lavender, and I don't remember what else.
[URL=http://img692.imageshack.us/i/tc2k.png/][IMG]http://img692.imageshack.us/img692/167/tc2k.png[/img][/URL]

Now that I look at it, off-white and light tan may be a little too similar.

They grey and 'moss green? (4th row, 3rd box)' are a bit similar, maybe darken one of them. (My colour eye sight isn't the best lol, I've also got that problem with not being able to tell apart a lot of Red and Green stuff that are close together, like those dot test things). Also the lavender (2nd row, 1st box) and light blue (4th row, 2nd box) are maybe a bit close. I like the Yellow, Orange, Brown and Tan, the Green, Lime and Moss, then Blue, Cyan, Sky (10 so far). Red, Dark Red and Purple but not the Lavender, its too pale and catches with sky too much, would be better if it was Magenta (up to 14 now).
White does stand out enough from the other bright colours so I agree with having a pure white (15/16), thing is I shade some of my team colours onto my models (such as hair colouring) so white and grey are gonna mix up, well grey will be slightly darker but maybe not enough, grey could be a next to black shade, or we could have a very dark blue or something.

-Archmage-

Well, reading through this thread I don't think 16 or even 12 players is going to be good... In MegaGlest it's hard enough keeping eight team-colors separate. But seriously back up, most of the colors on the 12 and 16 tiled boards are similar enough so that little dots on the minimap are going to blend together.

Omega

#19
Let's start with the 12. The first 4 colors should be the most distinguishable, followed by the first 8 colors, etc; In short, similar colors would be the default color for later players. ie: Colors 5 and 9 in john's sample would be fairly similar, particularily on the fly or with the partial transparency that most team color is. Thus, number 9 could be number 16 (thus, less likely to see that color in the game at the same time, meaning less mix ups.

And the tan is definately a bit too similar to the white.

My attempt:
[img]http://img221.imageshack.us/img221/6554/colorsk.png[/img]
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

ChupaReaper

#20
Quote from: Omega on 14 October 2010, 21:29:43
Let's start with the 12. The first 4 colors should be the most distinguishable, followed by the first 8 colors, etc; In short, similar colors would be the default color for later players. ie: Colors 5 and 9 in john's sample would be fairly similar, particularily on the fly or with the partial transparency that most team color is. Thus, number 9 could be number 16 (thus, less likely to see that color in the game at the same time, meaning less mix ups.

And the tan is definately a bit too similar to the white.

My attempt:
[img]http://img221.imageshack.us/img221/6554/colorsk.png[/img]

Player 5 (lavender) should be something else as its to close having purple, magenta and lavender, maybe a near black blue?

John.d.h

Anything too close to black won't show up in Dark Forest, and anything too close to white (just realized this is what Gabbe meant) won't show up in Winter.  We could keep the tan if we got rid of the white.  Instead of magenta, we should probably make the lavender a bit more pink so it doesn't look so much like light blue.  I would say get rid of light blue because it looks too much like cyan, but I like light blue better.  I really don't like that new really pale green.  I think it looks closer to white than the tan did.

Since we already have the first eight, I think we can leave those alone, and out of everything that's been posted so far, we should be able to pick the next four for now.  The four after that can come later, I suppose.  Most people's internet and hardware probably can't handle 16 players right now anyway.

silnarm

Quote from: John.d.h on 15 October 2010, 01:19:49
Since we already have the first eight, I think we can leave those alone, and out of everything that's been posted so far, we should be able to pick the next four for now.  The four after that can come later, I suppose.  Most people's internet and hardware probably can't handle 16 players right now anyway.

Well, the maximum player count and maximum colour count need not be the same number, so long as GameConstants::maxColours >= GameConstants::maxPlayers.

A few similar colours doesn't really hurt either I don't think, most games are likely to involve only a few 'teams', and giving similar colours to team mates is something I naturally do already (split the spectrum, blue -> green Vs yellow -> red).

Also, the DropList to select colours was a horrible hack, so I'll clean that up and make it 16 colours, I'm probably going with these for the defaults,


but I'll also make sure to load them from some file so they can be overridden.

Will post some screenshots once I have it going. I have a grey and white in there... which I think might both be problematic, but I don't know what else to use, so we'll try them and see. Worst case scenario, we can just set GameConstants::maxColours = 14;
Glest Advanced Engine - Code Monkey

Timeline | Downloads

Gabbe

Maybe a option to set all allied players with one colour and all enemy on one*question mark, American or UK keyoboard setup*
Or, a option to put all allied on the minimap in green and all enemy on red, but in the main agme screen have them have black and white@same as above..

Or maybe a warning saying *Warning similar colours selected!

Zoythrus

a similar colors warning would be nice, and so would making teams similarly colored (this should be an option.)