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Painting Bloodname Booster Pack 'mechs


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#1 R79TCom1 Night Lanner

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Posted 28 March 2022 - 10:31 PM

Why is it that the Tertiary color is so different from the colors I pick on the Bloodname Booster Pack's (S) pattern?

- J. Falcon Leaf Green, most the greens in fact, come out as some shade of orange
- Tartan Blue is a neon purple
- J. Falcon Jade Green comes in as white

Basically it seems like the colors come in as either purple, yellow, orange, red, or white. Why? This doesn't seem to be the same for the Warden Booster Pack and honestly it would be nice if my 'Mechs with similar patterns could have similar paint jobs.

#2 PocketYoda

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Posted 29 March 2022 - 05:36 AM

I agree a lot of these mech packs are really hard to colour.. Some colours we paid for or got with packs don't even work.

#3 Lumovanis

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Posted 30 March 2022 - 12:04 AM

Yeah, was wondering if this was intentional. A large number of my colors can't alter the tertiary, was kind of sad I couldn't really experiment.

#4 R79TCom1 Night Lanner

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Posted 31 March 2022 - 05:21 PM

I mean, I get if the paint scheme changes things a little bit because of the shading or whatever, but I feel like the color should be close. As I said, switching to tertiary to green and seeing orange is just way off.

This issue there for the Warden pattern too, I just like the green pinstriping on that one so I did not notice. But even then, the striping is at least closer on a lot of the colors -- not all mind you, some are way off -- most blues show up the same glowing blue, purples are glowing purplish, reds are glowing red, et cetera.

#5 Mark Nicholson

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Posted 01 April 2022 - 08:10 AM

Yes, this is a regrettable side effect of getting those bright lines to look like they glow without actually glowing. I wrote up a short explanation of what is going.

#6 R79TCom1 Night Lanner

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Posted 01 April 2022 - 10:17 PM

Thank you Mark. So if I'm understanding things correctly, it's because with the bright lines the color being chosen by the player is being laid over the existing bright line color. So, in the Warden pattern I didn't notice any major issues because I wanted my bright lines to be a shade of green (J. FALCON LEAF GREEN to be exact) and they were already green:
Posted Image

...but as I just played with some other colors in the Tertiary slot I noticed that they come in pretty different, similar to the issue I'm having with the Bloodname pattern. Some don't even change the way the bright lines show up.

With Bloodname pattern, since it starts as red and the J. FALCON LEAF GREEN is overlaying that glowing red, and the glowing red "base" is controlling how it's rendered:
Posted Image

Am I understanding this correctly? Some of what you wrote was over my head.

And I'm sorry to go on about this. I just really liked how my Timber Wolf turned out, and when I saw that the Bloodname pattern was going to be similar to Warden I was hoping to have my Summoner and Kit Fox look the same.

Thanks again for the explanation.

#7 Mark Nicholson

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Posted 02 April 2022 - 08:44 PM

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#8 PocketYoda

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Posted 02 April 2022 - 10:37 PM

View PostMark Nicholson, on 02 April 2022 - 08:44 PM, said:


No worries.
Yes, if you use nearby colors on the wheel to what the defaults are, it should be ok. You'll see this as well with the Jade Falcon skin.

Another way to explain it is this:
if you look at the images above of of the Elementals with teal shoulders, you can see several white specular highlights on those shoulders; bright white shiney spots on top of the teal. The specular highlights on the summoner tertiary channel lines are not small tight spots, and they are not white. They are broad wide areas that basically mean the specular highlight is everywhere, and it's not white, it's bright red. so these bright red specular highlights are covering over whatever paint you put on, and they're set to be so wide that it just covers over your paint entirely.

We're in the middle of fixing a problem, but there's still some maps that don't have reflections working correctly. if you go into those maps and sit in the shadows, you will be able to see your mech without specular highlights, and should see your color without the overlaying red/green of these enhanced imaging skins. try it on the solaris maps.


Any chance of future packs steer in a different direction colour wise? as in all colours working on the packs. I love the design of these mech packs but being limited to colour schemes is a little annoying.

#9 Mark Nicholson

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Posted 03 April 2022 - 10:35 AM

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#10 Heavy Money

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Posted 03 April 2022 - 11:20 AM

View PostMark Nicholson, on 03 April 2022 - 10:35 AM, said:

Yes, I don't like limiting what you can do with skins. You can already see some results of a more conservative direction in the golds present on last years loyalty skins and the predator blood asp; the shiny parts are quite pale so that changing the color is a bit easier. With the system we have, it's a trade off in that doing anything special to the shininess limits customization. I want to provide you with both as much as I can, and yet also not limit the other entirely. In the case of the Enhanced Imaging skin, I really wanted that strong line feeling of mechwarrior 2 and the animated series, and regrettably it comes with costs.


Its a shame we don't have the options to enable/disable or choose the spec maps separately from other colors. I don't believe there's any technical reason you couldn't swap spec maps independently from patterns/colors, as they are their own separate texture in the game files iirc. Its just a matter of not having UI options to select them separately, right?

If the ability was added to choose spec pattern and color separately from diffuse textures and colors, that'd open up a lot of customization and potential to sell lots of spec patterns/textures, etc. I'd like it if I could stick, say, the Platinum pack level of shininess on top of Buccaneer or Sherman.

#11 Mark Nicholson

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Posted 03 April 2022 - 02:51 PM

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#12 Heavy Money

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Posted 03 April 2022 - 05:08 PM

View PostMark Nicholson, on 03 April 2022 - 02:51 PM, said:

there's....there's lots of technical reasons why this can't happen.


Are these old Cryengine limitations or something? It can be done in modern engines, but I don't know what sorts of issues would exist in older engines. Can it just not be done with the current way things have been built, or is it entirely outside the engine's capabilities?

Edited by Heavy Money, 03 April 2022 - 05:11 PM.


#13 PocketYoda

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Posted 05 April 2022 - 06:42 PM

View PostMark Nicholson, on 03 April 2022 - 10:35 AM, said:

Yes, I don't like limiting what you can do with skins. You can already see some results of a more conservative direction in the golds present on last years loyalty skins and the predator blood asp; the shiny parts are quite pale so that changing the color is a bit easier. With the system we have, it's a trade off in that doing anything special to the shininess limits customization. I want to provide you with both as much as I can, and yet also not limit the other entirely. In the case of the Enhanced Imaging skin, I really wanted that strong line feeling of mechwarrior 2 and the animated series, and regrettably it comes with costs.

I completely understand, i speak for myself in this but i'd be happy with just standard color schemes like the default mechs come with, but with different colors and designs, i'd love Clan styled theme packs or inner sphere house packs etc. like people use in Camospecs etc..

That would be more than cool for me.
Thanks either way.

Edited by Nomad Tech, 05 April 2022 - 06:45 PM.






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