#Need help with a different way to render the player other than ColorGrade

63 messages · Page 1 of 1 (latest)

humble cargo
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As title says, i need a different way to render the player, i want to create a palette-kind-of-system where one could make a palette for eevee, as in the image, but first i need a way to change each color of the sprite in game ^^

the problem is i dont know how to or where to start ^^;

wind summit
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why other than colorgrade? this is exactly what colorgrades are designed to do

humble cargo
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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

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ignoring the fact that i also need a way to know the path of the cologrades inside a zipfile

wind summit
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@blazing lance you did something similar (although not as expansive) for neonline right?

blazing lance
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i use colorgrades gladeline

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neonline uses colorgrades for each dash except it generates them via code using data from the hair color

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it looks really dumb gladding

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i should've prob used procedureline instead

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as far as I know it is meant for things like this changing sprites on the fly

wind summit
blazing lance
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Yea it's very intimidating but you can probably ask the creator for help

humble cargo
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mmmmmm, i will check that, tho i want to have total control of what color im changing

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since im planning to make it read a file, i want to be able to know where to put each color for the skin

wind summit
humble cargo
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okey, i will give it a try

blazing lance
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i can show you our rough code for neonline but like i said its not very pretty

humble cargo
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i would really appreciate that ^^

blazing lance
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basically

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take none colorgrade, change specific pixels of it we picked out manually, use it

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this is inside hook for Player.Render

humble cargo
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thats something i did too, tho how do you get the program to know the path inside the zipfile (im pretty new to this)

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and if you are modifying it, wont everest try to update the file?

blazing lance
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we aren't modifying any files

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we are litearlly creating a texture in code and just using that

humble cargo
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oooooh

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mmmm, i kinda like it, tho why would you have preferred using procedureline?

blazing lance
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well i just heard from them this is basically what it was made for

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and this is really janky and has some issues

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like some cutscenes have slightly different colors so the thing doesn't work that well

wind summit
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@strong sequoia if you have time might be appreciated peaceline

blazing lance
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also this changes all celestenet ghosts tho i think that's a skinmodhelper issue?

humble cargo
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the ghosts too, mmmmm, that is something, cuz after i got the whole system, i wanted to make it celestenet compatible too

blazing lance
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i think you can

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i think i heard of a mod before that did it or at least tried? it might've been skinmodhelper

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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 Tehehehe

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i should prob fix that

humble cargo
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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

strong sequoia
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laugheline if you need any help, don't be afraid to ask, it is a fairly complicated mod/helper

humble cargo
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thanks, im sure i will ^^

humble cargo
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cant say im really understanding procedureline, but i think with its wiki and checking with styline, i could manage

strong sequoia
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yeah without the wiki you are basically completely lost

humble cargo
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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

strong sequoia
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that's valid, and partially what styline is for thumbeline

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also if you have any questions, feel free to ask me

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the wiki is not really good at teaching it to more junior programmers

humble cargo
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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

strong sequoia
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yeah that sorta requires that you are familar with async functions / TPL laugheline

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there are some good docs / tutorials out there though if you want to read up on that gladeline

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afterwards, it should be a bit more understandable

humble cargo
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can i find them with this? "async functions / TPL", i wont say no to learn new things.

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i can see myself using it for some skins outside what i want to do here

strong sequoia
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yeah

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that's fairly standard c#, so it's useful outside of procedurline as well

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just not in celeste maybe, that's stuck with enumerators because of historical reasons laugheline

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i still blame unity for this

humble cargo
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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?

strong sequoia
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you can, but you really shouldn't

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you should either use the existing content or save/settings/session systems

humble cargo
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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

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currently got the colograde and read system (for the files inside the mod) working, still had issues BUT its still in its "sketch" phase

strong sequoia
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You'd probably want the content system