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[H] Colors for Map Analyzer - Page 4

Forum Index > SC2 Maps & Custom Games
Post a Reply
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BoomStevo
Profile Joined August 2010
United States332 Posts
October 26 2010 02:03 GMT
#61
Just to note, I was using burningDog's variables and I felt like I was not getting the same results and colors in my images. But then I clicked on the image and looked at the original image and noticed it was actually the same. The shrinking and jpeg compression was making the colors look different.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
October 26 2010 04:19 GMT
#62
--- Nuked ---
dimfish
Profile Blog Joined February 2010
United States663 Posts
October 26 2010 05:32 GMT
#63
Okay, okay, okay, MORE FUN STUFF!!! Download 1.4.6 (unofficial) and you'll see a new bunch of colors AND constants for influence.

As it is, there are 3 influence colors to define, and I'm using burningDog's:
influence1 = 0xfff200
influence2 = 0x00aeef
influence3 = 0xec008c

and in the constants.txt you'll see I have these set up:
int influenceHeatMapRepeat = 3
int influenceHeatMapBlendMode = 1

This means, repeat the color scheme 3 times from one base to the center, and the analyzer automatically mirrors the scheme on the other side of the map. Blend mode = 1 looks like what we've been doing already. The above numbers give you:
+ Show Spoiler [repeat=3, blendMode=1] +

[image loading]


So let's have some fun. Change repeat to 9:
+ Show Spoiler [repeat=9, blendMode=1] +

[image loading]


WHAT?!!! That's too many bands of color, really. So let's relax it a bit and do 6 repeats. And while we're at it, switch blendMode to 2, which means "no blend."
+ Show Spoiler [repeat=6, blendMode=2] +

[image loading]


KUH-RAZY.

See what ya'll can do with that.
BoomStevo
Profile Joined August 2010
United States332 Posts
October 26 2010 05:39 GMT
#64
Whoa... psychedelic.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
iGrok
Profile Blog Joined October 2010
United States5142 Posts
October 26 2010 06:20 GMT
#65
How about calculating influence without rocks?
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
dimfish
Profile Blog Joined February 2010
United States663 Posts
October 26 2010 06:25 GMT
#66
On October 26 2010 15:20 iGrok wrote:
How about calculating influence without rocks?


The analyzer can do it, it just isn't configurable yet. I added a ticket on the project page at SC2Mapster for your suggestion.

Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
October 26 2010 07:20 GMT
#67
--- Nuked ---
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2010-10-26 07:46:42
October 26 2010 07:37 GMT
#68
imo there should be two maps generated by the analyzer:
1. many repeats
2. few repeats (because for the general appearance and understanding of an image it dows not help to have the same color in three different spaces signifing different things)


@burningDog and Y-R-B-G:
this is really tricky. a combination of CMYK + RGB but really messed up:
it looks like you took the color spectrum:
(magenta) Red (yellow) Green (cyan) Blue
( i know cyan and blue could also be at tghe left end, but we all know the spectrum is not linear but as a color works like a ring)

and then you made it less blending by switching yellow away from blue and green and green away from yellow. very clever!

I think it works well, is very accurate but I hate to look at it. it hurts my eyes and the strong contrast seperate the space - though not as strong as one of barrins earlier models (grey, bue, green).
conclusion: now use less bold colors and introduce some shades and you will have something that looks good soon
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-10-26 09:15:00
October 26 2010 08:59 GMT
#69
--- Nuked ---
burningDog
Profile Joined September 2010
Netherlands59 Posts
October 26 2010 14:16 GMT
#70
@Barrin: I'm at work, so I can't fool around in the analyzer right now, but about the CMY + lighter/darker CMY scheme: You lose a lot of contrast because the "new" colors are (for instance) 33, or 50% black or white. That really takes the egde of it I'm afraid. Below I made a quick image of CMY lines with 4 altered blocks in the middle: 33% black, 50% black, 33% white & 50% white. And the contrast just isn't as strong as pure CMY.

+ Show Spoiler +
[image loading]


But this did make me think of something else: every tiles consists of 64 pixels, 20 of which are (more or less) black (the crosses). That black contrasts heavily with the "internal color" of the tile, so it probably reduces the relative contrast of the tiles color and that of the one next to it.

[image loading]
__
[image loading]
__
[image loading]


I did this quick little experiment in photoshop. In all 3 pictures the tiles have the same colors. But if you remove the black crosses that seperate the tiles you can see the slight differences in color beter (I think). But you of course lose the height information, that's where the 3rth picture comes in: thats the black/white dot in the middle "system" I suggested earlier. Because it's only 4 pixels that indicate height in every 64 pixel tile, it doesn't mess with the tile to tile contrast as much.

Atleast, thats what I think
dimfish
Profile Blog Joined February 2010
United States663 Posts
October 26 2010 16:17 GMT
#71
okay guys, I have all these suggestions noted. Let me see what I can do.
Samro225am
Profile Joined August 2010
Germany982 Posts
October 26 2010 17:14 GMT
#72
On October 26 2010 23:16 burningDog wrote:


[image loading]
__
[image loading]
__
[image loading]


I did this quick little experiment in photoshop. In all 3 pictures the tiles have the same colors. But if you remove the black crosses that seperate the tiles you can see the slight differences in color beter (I think). But you of course lose the height information, that's where the 3rth picture comes in: thats the black/white dot in the middle "system" I suggested earlier. Because it's only 4 pixels that indicate height in every 64 pixel tile, it doesn't mess with the tile to tile contrast as much.

Atleast, thats what I think


good idea, one problem though: replacing the crosses with points in the centre of each color square brakes the separation and lets the colors 'mix in the eye'. I'd rather go for one black pixel in each corner of every square.
dimfish
Profile Blog Joined February 2010
United States663 Posts
October 26 2010 17:17 GMT
#73
On October 27 2010 02:14 Samro225am wrote:
Show nested quote +
On October 26 2010 23:16 burningDog wrote:


[image loading]
__
[image loading]
__
[image loading]


I did this quick little experiment in photoshop. In all 3 pictures the tiles have the same colors. But if you remove the black crosses that seperate the tiles you can see the slight differences in color beter (I think). But you of course lose the height information, that's where the 3rth picture comes in: thats the black/white dot in the middle "system" I suggested earlier. Because it's only 4 pixels that indicate height in every 64 pixel tile, it doesn't mess with the tile to tile contrast as much.

Atleast, thats what I think


good idea, one problem though: replacing the crosses with points in the centre of each color square brakes the separation and lets the colors 'mix in the eye'. I'd rather go for one black pixel in each corner of every square.


You're right, and it is important to be able to see the map cells when you want to evaluate buildings at chokes and things like that.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2010-10-26 18:21:43
October 26 2010 17:42 GMT
#74
@dimfish
i sent you a pm, some of my colors seem to be old
if somebody wants to try them out:
my last colors code was
opennessLow = 0x544C0C
opennessMid1 = 0x6CE362
opennessMid2 = 0x1873B5
opennessHigh = 0x9400F0
dimfish
Profile Blog Joined February 2010
United States663 Posts
October 26 2010 18:44 GMT
#75
On October 27 2010 02:42 Samro225am wrote:
@dimfish
i sent you a pm, some of my colors seem to be old
if somebody wants to try them out:
my last colors code was
opennessLow = 0x544C0C
opennessMid1 = 0x6CE362
opennessMid2 = 0x1873B5
opennessHigh = 0x9400F0


my mistake, will fix that for next mini-release
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-10-26 20:59:29
October 26 2010 20:53 GMT
#76
--- Nuked ---
Samro225am
Profile Joined August 2010
Germany982 Posts
October 26 2010 21:24 GMT
#77
okay i tried some things using only three colors. again there are color schemes with more contrast, but I wanted to achive a look and feel (that does not hurt ) similar to my openness colors.

here we go:
+ Show Spoiler +

[image loading]


[image loading]


[image loading]

Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-10-27 13:25:39
October 26 2010 21:49 GMT
#78
--- Nuked ---
k10forgotten
Profile Joined September 2010
Brazil260 Posts
Last Edited: 2010-10-27 15:58:54
October 27 2010 15:47 GMT
#79
Wow! Those unofficial releases are awesome! :D

But, is it possible that this last version have some different colors for different bases? Something like this:
+ Show Spoiler +
[image loading]

This is two different images put together, a black and white new release image, and an old version RGB.
I fear no enemy, for the Khala is my strength! I fear not death, for our strength is eternal.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
October 27 2010 16:26 GMT
#80
--- Nuked ---
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