Olganix / Sw_Racer

Tools relative to Starwars Racer.
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Redesign color and material choices for surface types #47

Open JayFoxRox opened 6 years ago

JayFoxRox commented 6 years ago

This is a follow-up to #39 .

@Olganix listed the following collision types (combination of flags) on the OpenSWE1R gitter:

We should find a color scheme that colors which make sense are assigned to each, with as little color re-use as possible (to get the most distinctive and self-explanatory result).

Olganix commented 6 years ago

I don't know if that could help, here the same list with the number of mesh's parts with use the flags : 0x0,2406 0x40,132 0x800,129 0x10000,81 0x2,55 0x208,52 0x4000,52 0x4,50 0x20000,50 0x688,37 0x8800,31 0x48,30 0x840,23 0x2008,20 0x1100,19 0x8000,17 0x1824,15 0x5,12 0x14000,10 0x42,9 0x248,9 0x448,9 0x8,8 0x1020,7 0x20000000,7 0x408,6 0x10448,6 0x20010000,6 0x1,5 0x200,5 0x488,4 0x804,4 0x20048,4 0x1000,3 0x8040,3 0x8308,3 0x10208,3 0x20004000,3 0x20,2 0x108,2 0x110,2 0x2000,2 0x2408,2 0x12008,2 (if we want to put black, red, green, blue , white, 0.75 red, ... with order of the most present)

JayFoxRox commented 6 years ago

I think we should instead start iwth a base color (Light gray) and categorize the surfaces and turn some into modifiers:

Some modifiers will also likely never appear together. such as Dust, Sand, Snow, Wet. - we should isolate those, as these could become different base colors. I'm also not sure if Slow and Slowest will appear together.

We could even use binary multipliers for the colors to get most readable colors for the flags which can appear together (say, one flag adds 50% more red, the next flag can only add 25% more red, so it's always known how a certain shade was generated from the flags: 0% [none], 25% [second], 50% [first], 75% [first and second]). I'm not sure which color models are fit for this yet though.

Olganix commented 6 years ago

I'm on order by categories.

Olganix commented 6 years ago

Proirity Order Proposition 1

- 0x0: Nothing (majority for Walls)

- 0x1: ZOn (specific to Stage Ovoo IV)
- 0x2: ZOff (specific to Stage Ovoo IV)
    - 0x5: ZOff + Fast
    - 0x42: ZOff + Dust

- 0x4: Fast 
    - 0x804: Fast + NSnw
        - 0x1824: Fast + NSnw + Slip + Mirr

- 0x8: Slow

    - 0x48: Slow + Dust
        - 0x248: Slow + Dust + Ruff
        - 0x448: Slow + Dust + Swmp
        - 0x10448: Slow + Dust + Swmp + NRSp
        - 0x20048: Slow + Dust + Flat

    - 0x108: Slow + Wet
        - 0x8308: Slow + Wet + Ruff + Soft

    - 0x208: Slow + Ruff
        - 0x10208: Slow + Ruff + NRSp

    - 0x488: Slow + Snow + Swmp
        - 0x688: Slow + Snow + Swmp + Ruff

    - 0x408: Slow + Swmp
        - 0x2408: Slow + Swmp + Lava

    - 0x2008: Slow + Lava
        - 0x12008: Slow + Lava + NRSp 

- 0x20: Slip
    - 0x1020: Slip + Mirr

- 0x110: Swst + Wet

- 0x40: Dust
    - 0x840: Dust + NSnw
    - 0x8040: Dust + Soft

- 0x200: Ruff

- 0x800: NSnw
    - 0x8800: NSnw + Soft

- 0x1000: Mirr
    - 0x1100: Mirr + Wet

- 0x2000: Lava

- 0x4000: Fall
    - 0x14000: Fall + NRSp
    - 0x20004000: Fall + Side 

- 0x8000: Soft

- 0x10000: NRSp
    - 0x20010000: NRSp + Side

- 0x20000: Flat

- 0x20000000: Side

Proirity Order Proposition 2

- 0x0: Nothing (majority for Walls)

- 0x1: ZOn (specific to Stage Ovoo IV)
- 0x2: ZOff (specific to Stage Ovoo IV)
    - 0x5: ZOff + Fast

- 0x40: Dust
    - 0x840: Dust + NSnw
    - 0x8040: Dust + Soft
    - 0x42: Dust + ZOff 
    - 0x48: Dust + Slow 
        - 0x248: Dust + Slow + Ruff
        - 0x448: Dust + Slow + Swmp
        - 0x10448: Dust + Slow + Swmp + NRSp
        - 0x20048: Dust + Slow + Flat

    - 0x488: Snow + Slow + Swmp
        - 0x688: Snow + Slow + Swmp + Ruff

- 0x20: Slip
    - 0x1020: Slip + Mirr
        - 0x1824: Slip + Mirr + NSnw + Fast

- 0x800: NSnw
    - 0x804: NSnw + Fast
    - 0x8800: NSnw + Soft 

- 0x1100: Wet + Mirr 
- 0x110: Wet + Swst 
- 0x108: Wet + Slow 
    - 0x8308: Wet + Slow + Ruff + Soft

- 0x2000: Lava
    - 0x2008: Lava + Slow
        - 0x2408: Lava + Slow + Swmp 
        - 0x12008: Lava + Slow + NRSp 

- 0x200: Ruff
    - 0x208: Ruff + Slow 
        - 0x10208: Ruff + Slow + NRSp

- 0x1000: Mirr

- 0x4000: Fall
    - 0x14000: Fall + NRSp
    - 0x20004000: Fall + Side 

- 0x4: Fast 

- 0x8: Slow
    - 0x408: Slow + Swmp

- 0x8000: Soft

- 0x10000: NRSp
    - 0x20010000: NRSp + Side

- 0x20000: Flat

- 0x20000000: Side
Olganix commented 6 years ago

tabs ..... it's f...king kinding me

Olganix commented 6 years ago

Swr_TextColors_SurfaceFlags.txt


(Markdown interpretation by JayFoxRox, please use original in case of doubt)

Nothing

Gravity = Fuchsia => #ff00ff

Dust = Orange => #ff9966

Snow = White => #e6e6e6

Ice = Lighted Blue => #b3e6ff

No Snow : Grey => #a3a3c2

Wet = blue sky => #3399ff

Lava = Yellow => #ffcc00

Ruff = Green => #009900

Mirr = lighted Green => #66ff99

Fall = Blue => #0000ff

Fast = lighten Color

Slow = darken color



Olganix commented 6 years ago

Where to find a sample of Surface Flags: