I don't know if this is the best subforum for this, but I know a lot of people will see it here, and I'd like to see if someone can make a proof of concept for this. And if it's already been done, apologies for wasting your time. I know some of us have been wracking our minds on how to add extra team colours without having to constantly swap the colour values of the hard-coded 16 from mission to mission.
Well, in theory I've solved it. I say in theory because nothing says it can't be done (in fact similar mechanics are already in the editor), but I haven't actually made a proof of concept to prove it.
So we know you can replace any of the current 16 colours if you dig around hard enough, right? Good. That is important. Now, the dark protoss in WoL/HotS aren't actually dedicated clones of the existing units, but with a different texture. They are the exact same units as the regular protoss units, with an invisble, unlisted global upgrade called 'DarkProtoss' or something like it. When that upgrade is researched, all protoss units of that player become the corrupted Tal'darim colour scheme (black, green and team colour).
So basically, invisible upgrades can be used to swap textures. In theory, it should be possible to do the following:
Say you have normal SC2 red. Dark, but bright. You want Brood War red. Muted, but considerably brighter than the current one. Created an invisible upgrade that retextures all units that get that upgrade, but only retexture the team colour to make it that colour.
This wouldn't change the minimap colours, but map editor tricks can change the way an object appears on the minimap (enemy hero icons, for instance, replacing the normal unit). Again, theoretically, it should be possible to have this invisible upgrade also modify the minimap colour of the units.
Just to make this even more clear, this effectively raises the team colour limit from the hard-coded 16 to an abusrdly large number if one was patient enough. Other uses, should this be possible, would exist. Patterned overlays for terran units, effecting team colour as well as the rest of the unit as a transparent layer could be done as well.
Again, nothing suggests manipulating the game engine this way is impossible, as the precedent already exists to retexture units with upgrades.
You can easily just change the color settings from the default 16 in actor events. There's something like 17 million or 1.5 billion options depending on whether HDR was an option I don't recall off the top of my head. So no need to do a hacky work around like this.
In most cases, no there's not. There are situations where it would be necessary, or at least convenient to have 32 (two versions of each) available in a base mod.
So basically, what specifically would I need to do to make a mod with 48 colours by default instead of 16?
I get not wanting to go to this effort for one thing, but it'd be useful in niche situations, and I figure it'd be used more often if a dedicated dependency based on the campaign ones was made with this added.
I'm saying you just have to give ANY model with team color a simple actor event with triggers or in data and you can make any color you want as it's team color.
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I don't know if this is the best subforum for this, but I know a lot of people will see it here, and I'd like to see if someone can make a proof of concept for this. And if it's already been done, apologies for wasting your time. I know some of us have been wracking our minds on how to add extra team colours without having to constantly swap the colour values of the hard-coded 16 from mission to mission.
Well, in theory I've solved it. I say in theory because nothing says it can't be done (in fact similar mechanics are already in the editor), but I haven't actually made a proof of concept to prove it.
So we know you can replace any of the current 16 colours if you dig around hard enough, right? Good. That is important. Now, the dark protoss in WoL/HotS aren't actually dedicated clones of the existing units, but with a different texture. They are the exact same units as the regular protoss units, with an invisble, unlisted global upgrade called 'DarkProtoss' or something like it. When that upgrade is researched, all protoss units of that player become the corrupted Tal'darim colour scheme (black, green and team colour).
So basically, invisible upgrades can be used to swap textures. In theory, it should be possible to do the following:
Say you have normal SC2 red. Dark, but bright. You want Brood War red. Muted, but considerably brighter than the current one. Created an invisible upgrade that retextures all units that get that upgrade, but only retexture the team colour to make it that colour.
This wouldn't change the minimap colours, but map editor tricks can change the way an object appears on the minimap (enemy hero icons, for instance, replacing the normal unit). Again, theoretically, it should be possible to have this invisible upgrade also modify the minimap colour of the units.
Just to make this even more clear, this effectively raises the team colour limit from the hard-coded 16 to an abusrdly large number if one was patient enough. Other uses, should this be possible, would exist. Patterned overlays for terran units, effecting team colour as well as the rest of the unit as a transparent layer could be done as well.
Again, nothing suggests manipulating the game engine this way is impossible, as the precedent already exists to retexture units with upgrades.
You can easily just change the color settings from the default 16 in actor events. There's something like 17 million or 1.5 billion options depending on whether HDR was an option I don't recall off the top of my head. So no need to do a hacky work around like this.
@JacktheArcher: Go
In most cases, no there's not. There are situations where it would be necessary, or at least convenient to have 32 (two versions of each) available in a base mod.
So basically, what specifically would I need to do to make a mod with 48 colours by default instead of 16?
I get not wanting to go to this effort for one thing, but it'd be useful in niche situations, and I figure it'd be used more often if a dedicated dependency based on the campaign ones was made with this added.
@Muspelli: Go
Alternatively one could simply use trigger to change the colors, which would be faster.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
@Muspelli: Go
I'm saying you just have to give ANY model with team color a simple actor event with triggers or in data and you can make any color you want as it's team color.