Vertex Shading for Recessive Genes

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Lord_Gallant
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Vertex Shading for Recessive Genes

Post by Lord_Gallant »

To help those of us modders unfortunate enough to be colorblind, would someone knowledgable and experienced in vertex shading please give some good color combination numbers for the following:

Where water meets sand

Where water meets rock texture

Where water meets grass

Where rocks meet snow

Where rocks meet light sand

Where road meets grass

Where road meets rock texture

Thank you for helping your fellow modders;).
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Nazz
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Post by Nazz »

I just use varying degrees of gray for all my shading. That would be when all three numbers are the same. :P
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Veet
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Post by Veet »

Aside from special cases I generaly use varying shades of grey for vertex coloring, light to medium grey for shadows and darker grey at the base of rocks and to define paths where they aren't too obvious and the darkest stuff to cover blemeshes (hard lines I can't get rid of or textures overlaping where they shouldn't)
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Lord_Gallant
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Post by Lord_Gallant »

That is what I have been using too, but out of necessity more than anything else. I can't get a grip on the slight color variations used in other places, like the ones I described.

I mean, I don't want to use gray for snow. It just seems like some shade of blue would be better for that. At the water's edge, grey hardly seems appropriate either. Maybe something greenish blue would be better. The thing is, I can't experiment with these ideas because I can't see the results!!
Trudging through the relentless Skyrim snowstorms, the lone Paladin looks on in sorrow as the land of Tamriel evolves without him; his mind occupied with other matters.
Anonymous

Post by Anonymous »

You'd be surprised at just how far monochromatic vertex colouring goes. The only time vertex shading ever really needs colour is when you're drawing blood (R:255,G:153,B:153 makes a nice crimson), or when making plantlife more vibrant (R:153,G:255,B:153 darkens the plants but makes the green more evident).

I prefer to keep a palette, myself, with five shades:

255,255,255 - For erasing mistakes
204,204,204 - Light grey -> basic shadow
153,153,153 - Slate grey -> primary shadow, used for pretty much everything
102,102,102 - Deep grey -> dark shadow, used sparingly
51,51,51 - Nearly black -> only used if above isn't dark enough, and that's not likely.

The thing to remember about vertex colouring is that colour is not ADDED to the vertices -- it is SUBTRACTED. This means that if you paint on top of tiles with R:255,G:0,B:0, then you are removing the G and B colours and just leaving the red colour as it is defined in the texture. On a green or blue texture, this would make black -- on a red texture, this would work normally.
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