- Joined
- Apr 14, 2012
ModGuy said:Cheers for the investigatory work but it would help a lot more if you uploaded your folder somewhere with a description of the what's going wrong and where.
Wait, so...hold on. How do I load mod?
ModGuy said:Cheers for the investigatory work but it would help a lot more if you uploaded your folder somewhere with a description of the what's going wrong and where.
I tried to recreate the problem, and to my surprise I can't :o. At least with the Loader version I worked with earlier. So I re-download v5.0b and start fresh (in another folder) and the problem rear it's head again.ModGuy said:Cheers for the investigatory work but it would help a lot more if you uploaded your folder somewhere with a description of the what's going wrong and where.
jarhead70 said:I tried to recreate the problem, and to my surprise I can't :o. At least with the Loader version I worked with earlier. So I re-download v5.0b and start fresh (in another folder) and the problem rear it's head again.ModGuy said:Cheers for the investigatory work but it would help a lot more if you uploaded your folder somewhere with a description of the what's going wrong and where.
So here's a sample of my folder. A readme file is enclosed describing the problem and how I solved them.
Faceless said:You could modify huedata.txt.
AaRL said:all the colors "should" be black with no transperency. Yet, the defualt colors are pink, red and grey. I modify them with numbers from the defualt Kona colors pallete and get different colors.
Thanks for the hard work. Looking forward to it.ModGuy said:I've got both to use the same algorithm now so I have either fixed the issue, or made it worse :D
Expect in next release.
ModGuy said:AaRL said:all the colors "should" be black with no transperency. Yet, the defualt colors are pink, red and grey. I modify them with numbers from the defualt Kona colors pallete and get different colors.
This is a hue shift, not a colour transform.
EDIT:
I could have added in the ability to HSL shift specific objects but I really don't like that system.
This only cycles RGB based on the existing colours, it doesn't "add colour"
AaRL said:ModGuy said:AaRL said:all the colors "should" be black with no transperency. Yet, the defualt colors are pink, red and grey. I modify them with numbers from the defualt Kona colors pallete and get different colors.
This is a hue shift, not a colour transform.
EDIT:
I could have added in the ability to HSL shift specific objects but I really don't like that system.
This only cycles RGB based on the existing colours, it doesn't "add colour"
OK, thanks. Ill just try messing with the numbers again and see what I can do with it.
ModGuy said:AaRL said:ModGuy said:AaRL said:all the colors "should" be black with no transperency. Yet, the defualt colors are pink, red and grey. I modify them with numbers from the defualt Kona colors pallete and get different colors.
This is a hue shift, not a colour transform.
EDIT:
I could have added in the ability to HSL shift specific objects but I really don't like that system.
This only cycles RGB based on the existing colours, it doesn't "add colour"
OK, thanks. Ill just try messing with the numbers again and see what I can do with it.
Just for the record, I am adding in the capability of "adding" colour right now.
I'm going to go ahead and make the previous versions of HueData.txt incompatible as the new implementation should be pretty.
If I can't get it looking pretty, then it will be backwards compatible.
EDIT:
So I've not bothered with compatibility but:
You can now multiply existing RGB values to give mods a splash of colour.
Modders should start using white bases in reaction to this, assuming this system hasn't broken something crucial.
Expect in next release.
AaRL said:will the color sliders reflect Konas numbers as well?
ModGuy said:AaRL said:will the color sliders reflect Konas numbers as well?
Most likely not.
I imagine that they could be similar, but it depends on the base colour of the mod and how we've scaled our bars.
I use different start/end values for the sliders and they're not all the same either.
ModGuy said:Surely that would simply be a case of moving the section of the overlay to the top left too?
As in, create four sections and move the topmost graphic to the top left.
Kir said:ModGuy said:Surely that would simply be a case of moving the section of the overlay to the top left too?
As in, create four sections and move the topmost graphic to the top left.
Yeah, that would be great if you can do that. Make it to overlay the graphic in the top left.
I'm going to try to ask this correctly.ModGuy said:Kir said:ModGuy said:Surely that would simply be a case of moving the section of the overlay to the top left too?
As in, create four sections and move the topmost graphic to the top left.
Yeah, that would be great if you can do that. Make it to overlay the graphic in the top left.
I don't think you understand the problem.
If I change the algo at all, it will break all other mods of the same kind.
You'll need to manually modify the mods to have four sections then move them around to your liking.
ModGuy said:I don't think you understand the problem.
If I change the algo at all, it will break all other mods of the same kind.
You'll need to manually modify the mods to have four sections then move them around to your liking.