#Need help with a different way to render the player other than ColorGrade
63 messages · Page 1 of 1 (latest)
why other than colorgrade? this is exactly what colorgrades are designed to do
well obviously what im going to say is from the perspective of someone who has no idea what he is talking about, but not only do i want to have different palettes the player can use, but i also want them to able to create their own, i tried with cologrades first, changing pixels from the image in game, and while it works, i think since its modifying the file itself, if someone where to update the file, the progress would be lost
ignoring the fact that i also need a way to know the path of the cologrades inside a zipfile
@blazing lance you did something similar (although not as expansive) for neonline right?
i use colorgrades 
neonline uses colorgrades for each dash except it generates them via code using data from the hair color
it looks really dumb 
i should've prob used procedureline instead
as far as I know it is meant for things like this changing sprites on the fly
yh looks really hecking good for this, although pretty complex to get into 
Yea it's very intimidating but you can probably ask the creator for help
mmmmmm, i will check that, tho i want to have total control of what color im changing
since im planning to make it read a file, i want to be able to know where to put each color for the skin
I think it does have complete control on colour https://github.com/Popax21/Procedurline/wiki/Utils#colorutils - but hard for me a non c# user to tell 
okey, i will give it a try
i would really appreciate that ^^
basically
take none colorgrade, change specific pixels of it we picked out manually, use it
this is inside hook for Player.Render
thats something i did too, tho how do you get the program to know the path inside the zipfile (im pretty new to this)
and if you are modifying it, wont everest try to update the file?
we aren't modifying any files
we are litearlly creating a texture in code and just using that
oooooh
mmmm, i kinda like it, tho why would you have preferred using procedureline?
well i just heard from them this is basically what it was made for
and this is really janky and has some issues
like some cutscenes have slightly different colors so the thing doesn't work that well
@strong sequoia if you have time might be appreciated 
also this changes all celestenet ghosts tho i think that's a skinmodhelper issue?
the ghosts too, mmmmm, that is something, cuz after i got the whole system, i wanted to make it celestenet compatible too
i think you can
i think i heard of a mod before that did it or at least tried? it might've been skinmodhelper
i beieve there is a way to differentiate the actual player from a ghost player but im not entirely sure how since I never really bothered with taht part 
i should prob fix that
Thank a lot anyways ^^ , ill focus first on rendering the player, so ill start with proceduline. I would like to keep the thread open (if possible) to hear other possible ways and maybe i could have some questions too
if you need any help, don't be afraid to ask, it is a fairly complicated mod/helper
thanks, im sure i will ^^
cant say im really understanding procedureline, but i think with its wiki and checking with styline, i could manage
yeah without the wiki you are basically completely lost
welp, i think im going to stick with colorgrades, i think the helper is way too advanced for me, i only got it working copying styline code xd
that's valid, and partially what styline is for 
also if you have any questions, feel free to ask me
the wiki is not really good at teaching it to more junior programmers
mmm, i would say where to start, i kinda get the dataprocessor to change the color of an image, atleast i can see what styline wants to do, but im completely lost with its processor class
yeah that sorta requires that you are familar with async functions / TPL 
there are some good docs / tutorials out there though if you want to read up on that 
afterwards, it should be a bit more understandable
can i find them with this? "async functions / TPL", i wont say no to learn new things.
i can see myself using it for some skins outside what i want to do here
yeah
that's fairly standard c#, so it's useful outside of procedurline as well
just not in celeste maybe, that's stuck with enumerators because of historical reasons 
i still blame unity for this
so i have one last question, outside from the render topic ^^, its if i can use System.IO, i found that everest lets you get files, but what if i want to write them on a new folder?
you can, but you really shouldn't
you should either use the existing content or save/settings/session systems
then, is there a proper way for it?, my idea is to have a folder named "palette" outsidde the mod folder, where you put the "palette" file to use
currently got the colograde and read system (for the files inside the mod) working, still had issues BUT its still in its "sketch" phase
You'd probably want the content system