Ugh! Sir Kaylan in Blackwater Port...

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Elvish_Pillager
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Ugh! Sir Kaylan in Blackwater Port...

Post by Elvish_Pillager »

He's got a blue helmet in his sprite, but a purple helmet in his portrait. It's rather disconcerting.

Is it possible to tcolor a portrait?
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scott
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Post by scott »

It might be easier to change his side number.
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toms
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Post by toms »

Yes, but in general it would be good if it´s possible to TC portraits. :wink:
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Post by scott »

Ugh. I'm not so sure.
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Darth Fool
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Post by Darth Fool »

It is not currently possible to tcolor a portrait.
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Eleazar
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Post by Eleazar »

Darth Fool wrote:It is not currently possible to tcolor a portrait.
I think it would be great if eventually any "image=" could take "side" and TColor macro agruments. But i don't see that as a big priority.
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Darth Fool
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Post by Darth Fool »

Eleazar wrote:
Darth Fool wrote:It is not currently possible to tcolor a portrait.
I think it would be great if eventually any "image=" could take "side" and TColor macro agruments. But i don't see that as a big priority.
I agree. This would probably require moving the 'image=' to an [image] tag.

One issue that I am not sure of about how difficult this particular problem is, is the question of how exactly the dialog is constructed. If it is using the markup language to construct the image + text, then it will not be possible until the markup language is improved significantly. If it is using the image as a seperate argument in the function call, then it should be a straight forward change.

edit: I have now briefly looked at the code. show_dialog takes the image as a seperate parameter. It should therefore be fairly easy to make a change so that dialog portraits can be team colored.
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Jetrel
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Post by Jetrel »

Yes, but this is preposterous given how our current team coloring system works. This would have to work by changing according to region, rather than according to source pixel color.

For pictures done in Jason Lutes' style, doing it with the current system is only a remote, and very, very difficult to perform, possibility. For any other style, it is truly unfeasible.


ImageMagic, if it is portable enough, might have some means for us to explore... I'm really just grabbing at straws though.
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Post by Sapient »

Yeah, unless you want to redo all the portraits with shades of magenta, for example. I think that's a feature I can live without.
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Sangel
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Post by Sangel »

Perhaps it would be simpler to give Sir Kaylan his own unique unit graphics without team coloration? Or would that be a waste of space for such a minor character?
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Post by toms »

About Sangel´s idea...It would be nice to have a WML command team_colour=yes/no, possible in a [unit] or [side]. :)
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Post by Leonhard »

About team coloring, I'm not really aware of why you did it like you did, and you certainly had good reasons to, but why didn't you "merely" implemented a hue shift for a given hue-magenta for exemple ? IMHO, it could work fairly well?
WTL
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Post by WTL »

If nothing else, I know we can turn his helmet (and shoulder flower) blue.

Could probably turn that one anycolor, because the coloring is so handily straight forward.
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jacobolus
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Post by jacobolus »

Tcoloring is a bad idea for portraits. Instead, a separate layer with an alpha channel should be used for portions which change color. These could be made magenta, and then hue shifted to the appropriate color. But in portraits, unlike in tiny unit art, magenta hues might be necessary for non-tcolored parts of the art as well.
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Post by Woodwizzle »

How about manually team coloring portraits? I know it would be more artist work, but much much less coder work. And every unit has only 1 or 2 portraits as opposed to multitude of tiles?

Just a thought.
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