Team-OptiFine / Website-Redesign-Concept

https://team-optifine.github.io/Website-Redesign-Concept/
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Additional options per pattern #11

Open JackDotJS opened 4 years ago

JackDotJS commented 4 years ago

Additional options aside from color.

These options will be saved as hex like normal. However, to save space, each option will use one half of a hexidecimal number, effectively giving each option a maximum of 16 different values each. This will be combined with the pattern code, which results in this format:

000000 -> 00-0-0-0-0 [patternNumber][opt1][opt2][opt3][opt4]

Model Application

Alignment (some patterns not applicable)

Flip

Blend Mode

See https://www.npmjs.com/package/jimp#compositing-and-blend-modes

JackDotJS commented 4 years ago

Forgot to mention: This could also help cut down on the number of pattern textures that need to be made. A lot of the patterns seen in regular banner editors seem to be just mirrored and flipped versions of others. image

If we cross out the duplicate patterns, we have 25/38 patterns remaining, which is a reduction of ~34.2%. (that's pretty significant!) image

Docteh commented 4 years ago

Assigning 6 characters to each layer seems a bit much at first glance. In the current system alignment is applied to the entire banner. Per layer could be interesting to play with.

Here is the message I got back when I saved my current design

Cape updated, design: banner_bhah_t_000000_000000

I've heard "8 layers" being the limit, but I'm actually not sure if that includes the base layer.

On the optifine side of things, black (#000000) is the base color, and specifying a black base layer brings the color up to #191919 Compare pA with aapA for specifics on that.

I'm curious to see how the blend options would play out.

wall of text explaining the need cool shoes banner codes ``` color pattern Colors: a) black b) red c) green d) brown e) blue f) purple g) cyan h) gray i) dark_gray j) pink k) lime l) yellow m) light_blue n) magenta o) orange p) white The patterns are in the order for the texture map that they have. its 8 rows, and 5 designs on each row a) base b) bl, bottom left "Base Dexter Canton" c) bo, border "Bordure" d) br, bottom right "Base Sinister Canton" e) bri, bricks "Field Masoned" f) bs, bottom third "Base" g) bt, bottom "Chevron" h) bts, "Base Indented" i) cbo, (ribbed border) Bordure Indented j) cr, cross "Saltire" k) cre, creeper head l) cs, center something "Pale" m) dls, / "Bend Sinister" n) drs, \ "Bend" o) flo, "Flower Charge" p) gradient downwards "Gradient" q) hh, top half "Per Fess" r) ld, Per Bend Sinister s) ls, left third "Pale Dexter" t) mc, dot "Roundel" u) moj, mojang symbol v) mr, diamond "Lozenge" w) ms, middle stripe "Fess" J) rud, "Per Bend" y) rs, right third "Pale Sinister" z) sc, scotland cross? "Cross" A) sku, skull.. charge? B) ss, stripes "Paly" C) tl, top left "Chief Dexter Canton" D) tr, top right "Chief Sinister Canton" E) top third ts "Chief" F) tt, top chevron? "Inverted Chevron" G) tts, top three things "Chief Indented" H) left half vh "Per Pale" K) gradient upwards "Base Gradient" M) right half vhr "Per Pale Inverted" L) bottom half hhb "Per Fess Inverted" I) lud "Per Bend Inverted" x) rd "Per Bend Sinister Inverted" (last slot is actually blank) ```
JackDotJS commented 4 years ago

Assigning 6 characters to each layer seems a bit much at first glance. In the current system alignment is applied to the entire banner. Per layer could be interesting to play with.

oh i have no doubt it's overkill lmao. hell, i wouldnt be surprised if it never made to the final product (if this project even gets accepted at all)

at this point, this whole cape editor has become a simple pipe dream, like a huge "what if". for me, its just fun to design and make things functional even if they never see any use in the real world.

I've heard "8 layers" being the limit, but I'm actually not sure if that includes the base layer.

it does not. sp confirmed this for me and I put it up as an FAQ entry on the discord.

JackDotJS commented 4 years ago

as for the banner codes thing... i'd be using those (or something similar) if i wasn't already using fully custom color codes for each pattern. my idea was to combine "the best of both worlds" from both standard and banner capes into this one editor, which massively complicates how codes for each cape will likely have to be exported.

i have yet to figure out if the pros outweigh the cons on this one.