Posted: Fri Jul 03, 2020 7:28 am Post subject:
Information on house/team colors in the remasters
The house colors in the remasters are handled by a pair of shaders named PRIM_UI_CNC_COLORIZE_OPAQUE_LOD_0 and PRIM_UI_CNC_COLORIZE_TRANSPARENT_LOD_0 (the only difference appears to be something to do with transparency, the actual color remapping math is the same). The HSVShift, InputLevels, OutputLevels, OverallInputLevels and OverallOutputLevels values go into the shader as-is.
The Hue value for the LowerBounds and UpperBounds colors (along with I believe the Fudge value) go into a shader parameter named HueRangeParams
The shader also has Diffuse and Specular color inputs but I have no idea when they would be something other than white.
The LowerBounds and UpperBounds colors (or more specifically the hues of these colors) are what is used to identify which colors need to be remapped.
No idea what Fudge is for.
HSVShift seems to control the actual output color.
InputLevels, OutputLevels, OverallInputLevels and OverallOutputLevels are somehow used in the calculations but I dont know what for.
RadarMapColor is just the color used for that team when they are displayed on the radar map.
Anyone with more information on this please feel free to contribute... (obviously it would be great if Petroglyph shared some info on this but I wont hold my breath) QUICK_EDIT
I managed to find the code that calculates HueRangeParams and its setting x to the hue value of the LowerBounds color, y to the hue value of the UpperBounds color and z to the Fudge value.
Unless someone out there knows the right kind of math to understand what the remap code is actually doing (or a miracle occurs and Petroglyph shares some information on this) I dont think we will be able to figure out anything much more. QUICK_EDIT
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