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Problem with team colors

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Date Editor Before After
9/11/2014 7:06:40 AMCArankAdminShadowfury333 before revert after revert
9/11/2014 7:05:13 AMCArankAdminShadowfury333 before revert after revert
9/11/2014 7:04:55 AMCArankAdminShadowfury333 before revert after revert
9/11/2014 7:04:26 AMCArankAdminShadowfury333 before revert after revert
9/11/2014 7:04:12 AMCArankAdminShadowfury333 before revert after revert
9/11/2014 7:04:00 AMCArankAdminShadowfury333 before revert after revert
9/11/2014 7:03:49 AMCArankAdminShadowfury333 before revert after revert
9/11/2014 7:03:39 AMCArankAdminShadowfury333 before revert after revert
9/11/2014 7:03:29 AMCArankAdminShadowfury333 before revert after revert
9/11/2014 7:03:18 AMCArankAdminShadowfury333 before revert after revert
9/11/2014 7:02:52 AMCArankAdminShadowfury333 before revert after revert
Before After
1 At this point I've only my own experimentation to go on*, but what I've found is that ( 255, 0, 0) tends to macroblock a lot in h. 264 compression when stuff is moving about, while something more like ( 255, 65, 65) maintains its definition even as the scene changes around it. A nice orange, such as ( 255, 145, 30) ( currently enemy #3) is even better, but since the idea is to have teal vs red for 1v1, and not teal vs orange, I kept that orange as enemy #3. 1 At this point I've only my own experimentation to go on*, but what I've found is that ( 255, 0, 0) [color=FF0000]▓[/color] tends to macroblock a lot in h. 264 compression when stuff is moving about, while something more like ( 255, 65, 65) [color=FF4141]▓[/color] maintains its definition even as the scene changes around it. A nice orange, such as ( 255, 145, 30) [color=FF911E]▓[/color] ( currently enemy #3) is even better, but since the idea is to have teal vs red for 1v1, and not teal vs orange, I kept that orange as enemy #3.
2 \n 2 \n
3 [color=999999]*since I haven't researched all of the niggly details about how MPEG/JPEG compression algorithms rotate colours, collapse the image into 8x8 blocks containing contrast info, otherwise mess around with things, and why that seems to affect pure red worse than a mix that uses all channels[/color] 3 [color=999999]*since I haven't researched all of the niggly details about how MPEG/JPEG compression algorithms rotate colours, collapse the image into 8x8 blocks containing contrast info, otherwise mess around with things, and why that seems to affect pure red worse than a mix that uses all channels[/color]