Author Topic: Limited Color Palette  (Read 4939 times)


Yarr, then we can have every(nealy) colour without phail!

It should.

Nah that be a pain.

and tails i thouhg you ment the colors then i looked at it closer (dont have my glasses on..) and saw that it was the "edit colors" box. then i realized. oh nvm..

I don't see how it could be a pain if you could save the colours you want.


Lol 4 eyes j/k

I don't see how it could be a pain if you could save the colours you want.


Lol 4 eyes j/k

ehh just the whole selection process and changing colors.. i'd much rather just play with my colors. But i'd give it a try if somebody made it. (and reactor would really go overboard!)

The only problem with that is the servers would be laggy. The computer would have to store every color that creates, and its well over a million different colors.. i think 64 colors is plenty and if you dont think so, then go look at buildings... their not 100 different colors... O.o

Maybe badspot could make another new file type thats nice and small and loads fast?

.colr =D

The only problem with that is the servers would be laggy. The computer would have to store every color that creates, and its well over a million different colors.. i think 64 colors is plenty and if you dont think so, then go look at buildings... their not 100 different colors... O.o

i would explode if real buildings had that many colors.

and really i only pick maybe 4 colors for an entire build (exterior) that way it flows nice.

Hmm another idea

Maybe you could have abox with the buttons "blue" "red" "green" etc then when you click it it shows only that colour

I think you should just print out 8 pages of RTB color codes and just type those in..  :cookieMonster:

Badspot

  • Administrator
All that extra color data would have to be sent over the network.  It takes 6 bits to represent 64 colors, but 32 bits to represent arbitrary RGB color. 

Now here's where it gets interesting.  Say you have 10,000 bricks in a scene, thats an extra 260,000 bits to go from 6 bit to 32 bit color.  On the "DSL" network setting, the packet size is 350 bits.  Thats 743 packets to send the extra color data.  The packet rate for the "DSL" setting is 20/second.  It would take 37 seconds to send all of that extra color data.  And that's in an ideal scenario where you're maxing out each packet.  In reality, it would probably take about a minute. 

The bottom line is that 64 is more than enough unless you're trying to build some kind of goatse mural. 

All that extra color data would have to be sent over the network.  It takes 6 bits to represent 64 colors, but 32 bits to represent arbitrary RGB color. 

Now here's where it gets interesting.  Say you have 10,000 bricks in a scene, thats an extra 260,000 bits to go from 6 bit to 32 bit color.  On the "DSL" network setting, the packet size is 350 bits.  Thats 743 packets to send the extra color data.  The packet rate for the "DSL" setting is 20/second.  It would take 37 seconds to send all of that extra color data.  And that's in an ideal scenario where you're maxing out each packet.  In reality, it would probably take about a minute. 

The bottom line is that 64 is more than enough unless you're trying to build some kind of goatse mural. 

It really is enough becuase it forces you to really pull all your favorite colors togeather and make the best packet you can. Dios and i had to do that with Truenos and Dios's special colors.

I hope nobody wants to make a goatse mural, I really do.

I hope nobody wants to make a goatse mural, I really do.

what is that anyways?

You don't want to know, just don't look.