[H] Colors for Map Analyzer - Page 2
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Randomaccount#77123
United States5003 Posts
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Randomaccount#77123
United States5003 Posts
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burningDog
Netherlands59 Posts
You can even make sets (which is nice). | ||
Randomaccount#77123
United States5003 Posts
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BoomStevo
United States332 Posts
With burningDog's openness colors, there is definitely more contrast and you can better see the changes in openness but I think the meaning of the colors is lost because the magenta color stands out to me, but then it is used on the middle openness that shows up the most. Instead of warning us when something becomes too open. | ||
Randomaccount#77123
United States5003 Posts
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dimfish
United States663 Posts
One of my goals for openness is to detect that the choke between the natural and third bases on Scrap Station is tighten for the lower spawn and more open at the top. I'd like for this difference to be noticeable just from looking at an openness image. Many players found this by experimenting in the game, but the map analyzer should nail stuff like this in a snap. | ||
Randomaccount#77123
United States5003 Posts
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dimfish
United States663 Posts
On October 22 2010 07:42 Barrin wrote: This is intrinsically connected to the # of color variables that shift over a specified area of space. In other words, I really think you're the one with the proper tools to change this. But for us, it seems to me that in order to do this is it extremely important to make sure that opennessMid1 and opennessMid2 should contrast the most. opennessLow and opennessMid1 should also contrast a lot, depending on the map really. If you open up constants.txt you can change the variable "maxOpennessRender" or something like that to set the scale! So it goes like this: when a map cell is directly adjacent to a boundary is has openness zero, it always renders the openness minimum color, say red (I think it is currently red?) Let's say you made a completely empty map that was 64x64. I think the current opennessMax constant is 14 or 15, so all the cells in the middle of your map that are farther than 15 from the edge will all be the opennessMax color. So if you make the opennessRenderMax constant 32, then the openness gradient would stretch to the center of your 64x64 map. So yes, you can stretch or squish the scale as you like, but if you want more levels you gotta tell me and I'll code it in, and create the extra colors like for influence. | ||
Randomaccount#77123
United States5003 Posts
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burningDog
Netherlands59 Posts
I'm done messing arround with the analyzer for today, but maybe it can help someone (if it actually does make any sense ). | ||
Randomaccount#77123
United States5003 Posts
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dimfish
United States663 Posts
Still, if it looks good, it looks good. and YES YES YES we need a standard, like the current version has become a standard, so when someone looks at the openness image of a new map they can put it in perspective compared to maps they know. Any takers for even more openness colors, or are the current levels with a new max of 10/12 or some such looking good? Any suggestions what the benchmark maps are for openness? What maps show extremes in tight and open in the most critical areas (main choke, natural + surroundings)? | ||
Randomaccount#77123
United States5003 Posts
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Randomaccount#77123
United States5003 Posts
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Samro225am
Germany982 Posts
the problem in picking colors with strong contrast is that the actual space of the map gets separated into several stripes. this is not very intuitiv since one could get the impression of a narrow space. i like the concept of sticking to 'neutral' colors. did the same. no comments on my try (first page)? probably more contrast needed? | ||
Randomaccount#77123
United States5003 Posts
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dimfish
United States663 Posts
It'll be something like this: Openness Schemes -BoomStevo's dark blue cold to red warm, colorful, I think blends well with other colors in the image -Samro225am's yellow/green/blue is stylish, but maybe needs some color reordering to achieve a little more contrast? -burningDog's wicked evil blue-magenta-yellow-white, which is also stylish, and for some reason the blue edges really bring out the map outline which gives the user an immediate frame of reference. I think the inner colors could use more contrast? Maybe just tweak the yellow so the in-between orange color pops out more? -Barrin's grey-green-blue, again a stylish set, my only concern is that it generates a lot of grey which blends with the terrain, BUT there have been proposals to help the terrain stand out more... Influence Schemes -BoomStevo's rainbow -BurningDog's Cyan, Magenta, Yellow, which I think reads really, really well in terms of being able to pick out the bands, and with a minimum of contrast -Barrin's high-contrast, information-is-most-valuable scheme I'll use either burningdog's or Barrin's terrain elevation adjustments for the round-up. burngingDog flattened the lowest elevation and the 1st playable to zero to keep the average color dark, clever idea: terrainElev0 = 0x000000 terrainElev1 = 0x000000 terrainElev2 = 0x212121 terrainElev3 = 0x424242 and Barrin's is similar, but not as tight a range: 0, .2, .4, .6 If you have input on which of these terrain color sets works better for you, give a shout! Oh yeah, and burningDog, I didn't forget about your idea to do terrain as dithered points, but I think the initial round of schemes showed it could be done much better than my initial attempts. Your new way does require some coding, so I'll put it to you: are you still interested in seeing a version of that or do you think the color schemes coming out have solved the problem? If you still want it I'll get it for ya. Don't forget about burningDog's suggestion to find a slick version of a color scheme you're already using: colorpicker.com | ||
burningDog
Netherlands59 Posts
But at the same time I kinda don't like my dithered example anymore either, it's to noisey Maybe something like this. Where there's a 4 pix square at the center of each tile. lvl1 black, lvl2 grey and lvl 3 white. (or maybe lvl2 = no square in the middel) But before you start the coding, it's probably best to hear what other people think about it. So, what do you people think about the height map representation? | ||
dimfish
United States663 Posts
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