1. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  2. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still havn't received your rank award? Then please contact the administration.
    Dismiss Notice
  3. We have recently started the 16th edition of the Mini Mapping Contest. The theme is mini RPG. Do check it out and have fun.
    Dismiss Notice
  4. Dismiss Notice
  5. The Highway to Hell has been laid open. Come along and participate in the 5th Special Effect Contest.
    Dismiss Notice
  6. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

For the record: Recoloring is not for Noobs

Discussion in 'Site Discussion' started by Vexorian, Nov 21, 2005.

  1. Vexorian

    Vexorian

    Joined:
    Mar 11, 2004
    Messages:
    649
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Is anybody else tired of people saying SUcks! it is a recolor! burn da witch! ?

    Well I am tired of them.


    recoloring actually takes skill, seriously.

    This is what takes to take a texture and recolor it to green:











    Code (Text):

    SDL_Surface* GreenIFy(SDL_Surface* src)
    {

       //SDL_GetRGBA(Uint32 pixel, SDL_PixelFormat *fmt, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a)
       
       Uint32 rmask,gmask,bmask,amask;
       
        #if SDL_BYTEORDER == SDL_BIG_ENDIAN
            rmask = 0xff000000;
            gmask = 0x00ff0000;
            bmask = 0x0000ff00;
            amask = 0x000000ff;
        #else
            rmask = 0x000000ff;
            gmask = 0x0000ff00;
            bmask = 0x00ff0000;
            amask = 0xff000000;
        #endif

        Uint32 w=src->w,h=src->h;

       SDL_Surface* r = SDL_CreateRGBSurface(SDL_SRCALPHA|SDL_HWSURFACE,w,h,32, rmask, gmask, bmask, amask);
       Uint8 bp= (src->format->BytesPerPixel);  
       SDL_LockSurface(r);
       SDL_LockSurface(src);
       
       Uint32 tm=0,tm2=0;
       Uint8* src_pix= (Uint8*)(src->pixels);
       Uint8* r_pix= (Uint8*)(r->pixels);
       
       Uint8 rd=0,g=0,b=0,a=0,aux=0;
       
       
       Uint32 i,j;
       for (i=0;i<w;i++)
           for (j=0;j<h;j++)
               {
                    tm= *((Uint32*)(src_pix));
                    SDL_GetRGBA(tm, src->format, &rd, &g, &b, &a);

                    aux= (Uint32)((rd+g+b)/3);
                    rd=b=0;
                    g=aux;
                   



                   
                    tm = SDL_MapRGBA( r->format, rd, g ,b, a );
                   
                    (*(Uint32*)(r_pix) ) = tm;
                    src_pix+=bp;
                    r_pix+=4;
               }
       
       
       SDL_UnlockSurface(r);
       SDL_UnlockSurface(src);
       
       
       
       
       return(r);
                                     
                                     

    }
     

    [​IMG]


    edit: note that those symbols were white on white background so they were invisible, after recolor they got visible, demonstrating that recolor is also very useful
     
  2. Leopard

    Leopard

    Joined:
    Dec 29, 2004
    Messages:
    651
    Resources:
    22
    Icons:
    8
    Skins:
    12
    Maps:
    1
    Tutorials:
    1
    Resources:
    22
    Well, it depends on the result of recoloring. If he sure has a skill on recoloring, it will produce a color combination which match to each other, doesn't hurt any eye.

    I don't care about friggin code which work behind that, I will see just a result, like most of people.

    I agree that recoloring sucks, eventhough someone got skill on recoloring, skinning/texturing is not only about recoloring. He can do more than just recoloring.
     
  3. Horn

    Horn

    Joined:
    Mar 31, 2004
    Messages:
    938
    Resources:
    20
    Models:
    14
    Icons:
    1
    Skins:
    3
    Tutorials:
    2
    Resources:
    20
    The 'newbiness'ness about it is that, like clicking two buttons to convert a m2 to mdx file, recolouring takes absolutely no skill to do, but some knowledge and skill to make look good.
     
  4. Vexorian

    Vexorian

    Joined:
    Mar 11, 2004
    Messages:
    649
    Resources:
    1
    Maps:
    1
    Resources:
    1

    Some recolors are much better than some skins from scratch
     
  5. Sansui

    Sansui

    Joined:
    Apr 15, 2004
    Messages:
    1,510
    Resources:
    10
    Icons:
    8
    Skins:
    2
    Resources:
    10
    you have to look at it like this.


    a good scratch skin > good recolor.

    a bad skin is just a bad skin.

    you cant compare products of diff quality, its like comparing an american football team to real madrid.
     
  6. Vexorian

    Vexorian

    Joined:
    Mar 11, 2004
    Messages:
    649
    Resources:
    1
    Maps:
    1
    Resources:
    1
    That's not always true. Some recolors are really good and do keep the style used by blizzard, some scratch skins might be as good as hell but look weird in game
     
  7. Horn

    Horn

    Joined:
    Mar 31, 2004
    Messages:
    938
    Resources:
    20
    Models:
    14
    Icons:
    1
    Skins:
    3
    Tutorials:
    2
    Resources:
    20
    I think the real problem is down to 'You took a Blizzard skin and changed the colour' compared to 'You spent several hours on a skin from scratch'. Sure, its likely the Blizzard recolour may look better in many occasions, but that should not give the author greater praise.
     
  8. Vexorian

    Vexorian

    Joined:
    Mar 11, 2004
    Messages:
    649
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Then you should say that scratch skins are a better excuse to make the author feel better.

    But I fear that at the end what matters is the result in game, the product.

    We don't really need the artist's ego in game.
     
  9. Leopard

    Leopard

    Joined:
    Dec 29, 2004
    Messages:
    651
    Resources:
    22
    Icons:
    8
    Skins:
    12
    Maps:
    1
    Tutorials:
    1
    Resources:
    22
    If anyone prefer to use recolored blizzard skin because it has blizzard style, then go ahead.

    Well-recolored blizzard skin surely is good in-game, it because blizzard who made it and they are the author of the model at the first place, not because the author's skill.

    The lame one is the author who feel proud with his recolored skin and publish it to the rest of the world, not the skin.
     
  10. Metal_Sonic

    Metal_Sonic

    Joined:
    Nov 6, 2004
    Messages:
    399
    Resources:
    9
    Models:
    9
    Resources:
    9
    You might as well get down to the facts: If you plan on playing the game with the ksin(s) on b.net, then chances are people won't care whether the custom material is good or not, they'll appreciate anything. I know I'd rather have a few recolours to spice up the game a bit then simply nortmal units. When it comes down to it, it's not aobut the quality, but whether it's there or not.
     
  11. Afronight_76

    Afronight_76

    Joined:
    Aug 3, 2004
    Messages:
    2,317
    Resources:
    75
    Models:
    21
    Icons:
    26
    Skins:
    26
    Tutorials:
    2
    Resources:
    75
    then why skin in the first place unless you can create better skins than blizzard?