[H] Colors for Map Analyzer - Page 4
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BoomStevo
United States332 Posts
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Randomaccount#77123
United States5003 Posts
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dimfish
United States663 Posts
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] + So let's have some fun. Change repeat to 9: + Show Spoiler [repeat=9, blendMode=1] + 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] + KUH-RAZY. See what ya'll can do with that. | ||
BoomStevo
United States332 Posts
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iGrok
United States5142 Posts
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dimfish
United States663 Posts
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
United States5003 Posts
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Samro225am
Germany982 Posts
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: ( 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
United States5003 Posts
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burningDog
Netherlands59 Posts
+ Show Spoiler + 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. __ __ 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
United States663 Posts
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Samro225am
Germany982 Posts
On October 26 2010 23:16 burningDog wrote: __ __ 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
United States663 Posts
On October 27 2010 02:14 Samro225am wrote: 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
Germany982 Posts
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
United States663 Posts
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
United States5003 Posts
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Samro225am
Germany982 Posts
here we go: + Show Spoiler + | ||
Randomaccount#77123
United States5003 Posts
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k10forgotten
Brazil260 Posts
But, is it possible that this last version have some different colors for different bases? Something like this: + Show Spoiler + This is two different images put together, a black and white new release image, and an old version RGB. | ||
Randomaccount#77123
United States5003 Posts
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