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Author Topic: Team color gradients  (Read 15111 times)
fromhell
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« on: August 06, 2010, 10:09:49 PM »

Any color theorists have a more unique approach to making red and blue teams distinguished while working with handicapped vision and visual balance?

For the record, Q3's colors were like this:

Red: Dark red, fully saturated red, orange
Blue: Dark blue, sky blue, turqoise


Team Arena tuned the blue team slightly greener and the red more toward pink. Combined with mostly blue/gray levels and a blue/cyan/grey interface, this makes a very striking atmosphere most 2000 games commonly leaned toward to.


As for uniforms, I am not doing the machine jumpsuit thing Q3 does.
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« Reply #1 on: August 07, 2010, 03:18:59 AM »

I don't know if I understand your question correctly.

If you need to know what a color scheme would (approximately) look like to the (various kinds of) color blind, there are a lot of color blindness simulators on the web (like this one) where you can upload an image, select a type of color blindness and see what the resulting picture looks like.

If you need an aid in designing color schemes, there are lots of color scheme generators out there also. This one lets you check what the generated scheme looks like to the color blind on the fly with its visual simulation options.
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fromhell
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« Reply #2 on: August 07, 2010, 07:51:41 PM »

Thanks, though i'm not sure if that'll be useful into devising colors that go along with colored lights.
 
As for the colorblind suggestion I was looking toward what other visible variations could be done for blue and red that's not strictly about those colors. Maybe making the flesh less saturated would make the team colors stand out a little more.
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« Reply #3 on: August 08, 2010, 06:02:36 AM »

First of all, I don't think you can make it right for everybody, so don't let it hamper your artistic freedom too much. I think most players use cg_drawfriend anyway, so unless you're planning on disabling it I wouldn't worry too much if I were you.

If you want to be sure everybody can distinguish the red model from the blue one you probably shouldn't rely on color at all but on texture/patterning. A -be it ugly- example: if you dress up red with a diagonal pattern or texture running from top-left to bottom-right and blue with one running from top-right to bottom-left, and you can distinguish between the two of them in a grayscale image, you're gold.
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« Reply #4 on: August 08, 2010, 06:15:27 AM »

What about pink with green dots ?
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« Reply #5 on: August 08, 2010, 10:18:05 AM »

Smiley I'm just suggesting to make the skins asymmetrical and to make the blue one a mirror image of the red one. No crazy stuff. Wink
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« Reply #6 on: November 12, 2010, 04:00:03 PM »

Don't know where to post it right, but - "team" & "colors" describes my ideas.

First of all, is it possible to make several teams - not only blue vs. red, but also green, blue etc ?

Second, is it possible to make models have a light glow in a color of players rail (your own - for all, or individual)? Because, smtimes it hard to notice dark (blue teams model, for example) in the dark corner or in front of the dark wall with default brightness - making it more makes OA look not so good.
Like in AvP games, playing aliens - maybe not so much, just a shape of enemy.
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pulchr
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« Reply #7 on: November 12, 2010, 04:02:03 PM »

just use brightskins - i'm not a fan of hide and seek either Tongue
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« Reply #8 on: November 12, 2010, 07:14:42 PM »

Dark maps = mappers' fault. (Autocritic: some of my maps have dark areas I couldn't get rid of)
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fromhell
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« Reply #9 on: November 13, 2010, 09:19:59 PM »

but also green,
If OA had "assimilation" and 3/4 team modes built-in, maybe.

This thread is really about me trying to strike an appropriate non-Q3 team color hue/sat shade balance, not about brightskins
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asking when OA3 will be done won't get OA3 done.
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I do not provide technical support either.

new code development on github
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