IDEAS FOR RYZOM


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#1 [en] 

I have been looking at the characters_maps_....bnp files and it occurs to me that adding some NEW armor colours might be (mostly) a cut and paste type of operation with some artistic work involved in re-colouring the new images.

I expect that there might be some minor code changes to increase the number of armor colors.

A new crafting profession might allow us to enhance armor, which converts it from the existing pallete of 8 colors to a new pallete of 8 colors.

The person that is re-coloring the new images might like to make some minor style changes to some of the new images. 

There appear to be an astronomical number of colours of undies already in the game , why don't we have a "Lingerie Boutiqie" where we can change our undies. Perhaps everyone voted to have the white nappies that we currently have but times change - as do undies (I hope).
From the look of the pictures the original game designers intended us to be able too allow any color and any racial style underwear on any character. I am just thinking of a smaller subset at this time - maybe each race  choose between a selection of 8 undies where there might be two styles per race and 4 colors in each style.

I am looking for something to do in "Ryzom Core" and this sounds like a nice simple project however my artistic skills rival that of a 5 year old. :(

#2 [en] 

Changing the color number (i.e adding new colors) if a huge amount of code change, not "minor code changes".

For the underwear, there was some patch where a non-working crafting plan for underwear was accidently included in the data, so someone might have planned to do it

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#3 [en] 

I wasn't suggesting to use paid programmers to make the change.

I am a retired C# developer, I might be able to follow the C++ code enough to modify it.


I would not try to do the artwork as we might all look like stick drawings if i did.

Edited 2 times | Last edited by Nubios (7 years ago)

#4 [en] 

Nubios
I wasn't suggesting to use paid programmers to make the change.

I am a retired C# developer, I might be able to follow the C++ code enough to modify it.


I would not try to do the artwork as we might all look like stick drawings if i did.

Go ahead and make a PR, then

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#5 [de] 

dann rede doch am besten wenn du Programmierer im Ruhestand bist mit den Leuten der "Ryzom Forge" :) - die freuen sich über Unterstützung ^^

ich kann nur bestätigen, das die Farbgebung nicht durch die Texturen festgelegt ist außer bei den karavan und Chef Rüstungen sind die Farben in den Texturen festgelegt ;)

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"Decateis I Kamirac" "Necateis Sye Mideshye"
"Decateis I Loke" "Necateis Atys Morhdeis"
"I Nidran Sye Alede E Sye Neyde Ilya Necateis I Ulca"

"Liberi I`Margus"

_ Graphic-Team _

#6 [en] 

Nubios
I am a retired C# developer, I might be able to follow the C++ code enough to modify it.
You need to change netcode or more precisely SPropVisualA/B/C structures. Those describe color as 3bits currently.

The armor colors are not hand made. Only the initial is (greyscale color mask) and panoply_maker creates various combinations.

Creating new colors as new armor variation (ie, new craftable type) is possible, however SPropVisual limitations does play role here aswell (littlebit more room, but not that much)

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Hello!

#7 [en] 

Thanks for pointing me in the right direction, I will look at the code and try to understand what is involved.

#8 [en] 

I looked at panoply_maker and it doesn't need code changes to produce 16 (or more) colors of armor, I guess I better look at where the SPropVisualA/B/C structures are now.

#9 [en] 

Actually it occurs to me that from a testing point of view that it would be less error prone to write a script that programmatically copies and modifies existing .sitem and .sbrick files so we have 8 new colors of everything that can be crafted now (with the exact same stats) along with crafting recipees that produce the new items, we would just need to add a new vendor somewhere that sells the new recipees.


Once we get it working it is a mere press of a button (almost - someone has to enter some hue, luminance and saturation values for the new colors) for any ryzom_core game (that uses masks) to add a new tree of armor and recipees that can be sold by different factions. It is just XML so there must be plenty of libraries for manipulating XML files? 

There must be some limits on the number of .sitems and .sbricks but I assume that they are large?


I don't know anything about the late game stuff but my personal suggestion would be that the first set of 'Faction' armor should be sold by the Chlorogoos tribe as it would take some effort for anyone to get enough fame to buy the recipees (everyone starts at -66 fame with them) if they really need that Hot Pink outfit.  With a fame of -30 maybe we could get recipees up to level 100, with a fame of 0 we could get recipees up to level 200 and so on. lets put a new portal right into the centre of their camp while we are at it, and a hawker that sells picks that can have spells applied to them and elf costumes and...

#10 [en] 

Nubios
Actually it occurs to me that from a testing point of view that it would be less error prone to write a script that programmatically copies and modifies existing .sitem and .sbrick files so we have 8 new colors of everything that can be crafted now (with the exact same stats) along with crafting recipees that produce the new items, we would just need to add a new vendor somewhere that sells the new recipees.


Once we get it working it is a mere press of a button (almost - someone has to enter some hue, luminance and saturation values for the new colors) for any ryzom_core game (that uses masks) to add a new tree of armor and recipees that can be sold by different factions. It is just XML so there must be plenty of libraries for manipulating XML files? 

There must be some limits on the number of .sitems and .sbricks but I assume that they are large?


I don't know anything about the late game stuff but my personal suggestion would be that the first set of 'Faction' armor should be sold by the Chlorogoos tribe as it would take some effort for anyone to get enough fame to buy the recipees (everyone starts at -66 fame with them) if they really need that Hot Pink outfit.  With a fame of -30 maybe we could get recipees up to level 100, with a fame of 0 we could get recipees up to level 200 and so on. lets put a new portal right into the centre of their camp while we are at it, and a hawker that sells picks that can have spells applied to them and elf costumes and...


Terrible way to do it : it would be a mess in the UI, because you will have a "red" item, shown red in the icon, crafted with red materials, with a "red" color in the description, which will be actually dark green (or whatever you want).

Not to mention the clutter in your crafting windows when you would have 100, 150 crafting stanzas :)

Also, there is a hard limit of 256 differents torso 3D models (in visualprop too). There is around 80/100 currently, so there is a lot of margin, but your method could easily create enough items to reach the limit.

The only good (and feasible) way to do it is changing SPropVisualA/B/C. You have currently 27 bits available, so with 6 colors to change you could get 4 bits of added information per color, which would give 128 differents color available (more than enough IMO).

Finally you still have the issue of obtaining those new items, the easiest way probably beeing a NPC who will trade you any piece of armor and some dye with the same piece of armor with a different color.

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#11 [en] 

Is it a possible way to add the pigment to the craft window ?

We have 5 pigment color available in game : Black, Blue, Green, Red, Yellow;
So, 4 boxes might be added to create new colors.

If no pigment are used, we have the basic color.

Last edited by Ekoh (7 years ago) | Reason: 5 pigments not 4…

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#12 [de] 

ja das würde die einfachste Lösung sein

einen NPC - Färber, der die Rüstung gegen dapper + Rüstungsteil + Färbemittel umfärben würde.

der NPC könnte dann auch diese Färbemittel verkaufen zb.


diese Farben auf herkömmlichen weg zu bekommen, wäre ein enormer Aufwand, neues material müsste man ausgraben können das andere Farben gibt, und auch von den Tieren das loot ... dann müsste der gesamte crafting apperat (visual) umgebaut werden usw...

das einfache umfärben wäre die leichtere Lösung, so kann man zb auch Zunft oder Gilden Rüstungen so einfärben das die werte gut sind aber man in beige zb rumlaufen kann ^^


ich denke das sollte auch nur mit unbenutzten Rüstungsteilen möglich sein. so tauscht man dann zb ein weiße neues teil gegen ein grünes mit den werten des weißen.


je nach Rüstungsteil und plan-art sollte dann auch mehr oder weniger Färbemittel benutzt werden müssen.


Beispiel:

Kleiner-Basic-Plan 1 Färbemittel (Handschuhe schuhe)
Großer-Basic-Plan 2 Färbemittel (Vesten Hosen Röcke Helme)

Kleiner-Medium-Plan 2 Färbemittel (Handschuhe schuhe)
Großer-Medium-Plan 4 Färbemittel (Vesten Hosen Röcke Helme)

Kleiner-Hoher-Plan 4 Färbemittel (Handschuhe schuhe)
Großer-Hoher-Plan 8 Färbemittel (Vesten Hosen Röcke Helme)

würden dann benötigt um es einzufärben. man sollte alle existierenden und neuen Farben als Färbemittel dann kaufen können finde ich.

Last edited by Remigra (7 years ago)

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"Decateis I Kamirac" "Necateis Sye Mideshye"
"Decateis I Loke" "Necateis Atys Morhdeis"
"I Nidran Sye Alede E Sye Neyde Ilya Necateis I Ulca"

"Liberi I`Margus"

_ Graphic-Team _

#13 [en] 

Lopyrech

Not to mention the clutter in your crafting windows when you would have 100, 150 crafting stanzas :)


Yes doubling the amount of .sitems just for some new colors is extreme.

I just want to start a process where it is easy for the community to create new items to weave into the 'Lore'.

#14 [en] 

Lopyrech

Also, there is a hard limit of 256 differents torso 3D models (in visualprop too). There is around 80/100 currently, so there is a lot of margin, but your method could easily create enough items to reach the limit.

The only good (and feasible) way to do it is changing SPropVisualA/B/C. You have currently 27 bits available, so with 6 colors to change you could get 4 bits of added information per color, which would give 128 differents color available (more than enough IMO).


I am putting on another pot of coffee and I will look at some code until that information makes some sense.


My goals are twofold:

Provide some more armor color combinations.
Start a process where it is easy for the communuty to introduce additional armor (maybe with trivial or not so trivial changes)

I need to look at some code so what I am suggesting is not inappropriate.

#15 [de] 

die meisten Farben sind auch material Qualität abhängig, viele Farben sagen direkt auch das die Rüstung aus nicht so gutem material sein muss.

eine grüne Rüstung ist im Endeffekt schlechter von den werten her wie eine weiße, rote, blaue, oder schwarze zb.

abgesehen von den NPC Rüstungen der Bosse. die an looten kann.

deswegen wäre ich wenn mehr Farben kommen grundsätzlich dafür das man umfärben kann, so kann man eine grüne Rüstung haben die aber aus erhabenem material ist zb. so etwas ist im Moment nicht möglich.

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"Decateis I Kamirac" "Necateis Sye Mideshye"
"Decateis I Loke" "Necateis Atys Morhdeis"
"I Nidran Sye Alede E Sye Neyde Ilya Necateis I Ulca"

"Liberi I`Margus"

_ Graphic-Team _
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