In a project I'm working on I'll have a multi-layered icon for the player mob designed to be colored, I would like the user to be given a choice of color (with unlockable colors)
How would I go about doing this with your library?
(On a side note each layer of the icon can be customized)
ID:1050415
Nov 12 2012, 7:36 am
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Each icon layer is in grayscale, though I don't know how to do highlights, I'm not much of an artist.
Thanks for the quick reply. I'm currently the only one working on my game. http://dl.dropbox.com/u/82456536/Xevo/Core.gif http://dl.dropbox.com/u/82456536/Xevo/CorePower.gif http://dl.dropbox.com/u/82456536/Xevo/Exo.gif |
ColorTone() is probably the best choice for your purposes then. In that proc, white stays white, black stays black, and the middle gray becomes the color you choose.
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If you're building this from several smaller icons, each of them in grayscale, you might want to use ColorTone() to apply the color.
If you want a custom mix of shades of their color along with white highlights, you may not need the library at all. My preferred method of colorizing an icon is to have one copy with grayscales that represents their color, and one for highlights. I take the first icon and multiply it by their color (so white in the original icon comes out as their color, black is still black), and add the highlights. This can produce more realistic effects in some cases. If the highlights are strictly black and white, this can be done more easily by using MapColors() and having, say, the red value be the color and the green be the highlight.