Author Topic: Feature Request: Assign separate texture map for team colors  (Read 1381 times)

0 Members and 1 Guest are viewing this topic.

Feature Request: Assign separate texture map for team colors
I've been working on trying to implement team colors for FotG in a way that would provide the right colors for say, Red Group, Gold Group, Blue Group, etc as seen in the Star Wars movies.  It's proving to be more difficult than I thought (to be fair, this is partly because I'm not a very good texture artist and just trying to modify existing maps).  However, before he left the team, Brand-X provided quite a few alternate diffuse maps for most of our starfighters in a variety of colors and faction themes.  It would be great to be able to easily use these simply by choosing your team color, instead of having to set up different versions of each craft for every texture variation. 

In other words, say we have a default model that's Red Team.  If you choose Blue Team (or it's set in FRED for a mission - is this even doable?) it loads the same model and all maps except diffuse, where it selects an alternate texture that's been designated the "Blue Team" texture for that ship.  If a map isn't specified for any particular team color, it defaults to the old team color behavior.

Is such an idea feasible?  Would anyone else be interesting in being able to use such a feature?

 

Offline AdmiralRalwood

  • 211
  • The Cthulhu programmer himself!
    • Skype
    • Steam
    • Twitter
Re: Feature Request: Assign separate texture map for team colors
Is there a reason you can't just use texture replacement?
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
Re: Feature Request: Assign separate texture map for team colors
Is there a reason you can't just use texture replacement?

Because...I knew team colors were a thing and didn't know you could do that?  :nervous:

So I guess that would take care of the mission design side, but if/when we ever get multiplayer in a usable form, doing that for Team Colors would be nice too, I guess.

 
Re: Feature Request: Assign separate texture map for team colors
Ok so a slightly modified feature request proposal is to apply texture replacement for team colors.  Secondary request is to apply texture replacement in the F3 ship viewer.