Re: colorize active objects
Try Rendering it White and then separate it in to several objects, one for head, one for body one for legs etc and then use HWA to set RGB coeffeciency for it's colour.
Re: colorize active objects
is this fast enough?
at the beginning of the game it has to change the colors of 6 units for each player (i dont know really how many players i can realise... but i hope at least 4- = 24 objects)
Re: colorize active objects
Using the RGB coefficient should be an instantaneous thing, since it it only renders the object in a different way ;)
Make your character divided into different parts, as dragonguy stated, also make sure you only use grayscale...
Re: colorize active objects
a solution without rendering the unit again would save a lot of work... are there no possibilities to replace colors e.g. R:50-130 G:20-40 B:70-120 ?
because the units got 30 animations and i wanted to add some more for special moves, every animation 5-25 pictures in 16 directions -> 2000-3000 pictures (i already rendered them and put them in an active object (changed the hot spots etc... lot of work) but i added some details and shadow so i have to rerender them) , multiplied with 4 for each part would be 8000-12000 pictures... a bit too many and it would take a lot of time to place all the hot spots...
i already thought about decreasing the number of frames for each unit, so i reduced it already to 16 directions, because i think 8 are definitivly not enough
another step i made was decreasing the colors of the game to 32ths... now i could reduce the number of frames for every animation...
Re: colorize active objects
Colorizer object seems to work fine with actives.
http://rapidshare.com/files/155005764/app2.mfa
So what you want may be possible. This is interesting problem.
I will try to look into this tomorrow.
Re: colorize active objects
oh jeah, but this object isnt animated
i think it has to
always -> "mask from overlay"
and the overlay has always to take the frame of the unit and has to delete the pixels which are not to change... maybe with the "change old color to new color"... so i could use my colortables...
or maybe it will work with the "get red, blue, green" to replace
[edit] hmmm the colorizer object crashes as i load mask from overlay...
Re: colorize active objects
yes, using overlay to load different mask for animation was something i had in mind. But first i need to make some animation :)
I will try my best but no promises.
Re: colorize active objects
does it crash for you too?
Re: colorize active objects
http://rapidshare.com/files/155184715/animRGB.zip
I was unable to separate different masks for each bodypart so colorizer work only for whole body.
Re: colorize active objects
Re: colorize active objects
okay... BUT i dont need masks now :p
if you only use Red Green and Blue for the a grafic, you can create all color-combinations avaible (i dont know if its new for you)
i.e. i will use blue for skin and hair (hair = dark blue), green for shirt, red for pants
thats great, i think this will help many clickers
i can post an example if you dont trust me
Re: colorize active objects
I am not sure what do you mean. But I'm interested. Please post an example.
Re: colorize active objects
here algul:
http://rapidshare.com/files/155936963/colorme.mfa.html
i dont know why there are white colored borders around the unit... thats bad
the animation was rendered wrong... he shoulnd spin at aiming ^.^
Re: colorize active objects
That white border around unit may be alpha channel which mess up overlay mask.
Re: colorize active objects
okay fixed it, all fine now... looks damn nice :)
lets see if it works with many units
btw, you dont need the second grey animation
you only need: overlay, colorizer, active object