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Thread: Colorblind Mod (White/Red Teams) by Picklefish

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  1. #41
    I'll try this when i start playing, hope it works.

  2. #42
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    I started school recently and can no longer work on this or other colorblind mods. Feel free to add your own, but I will not be updating this or adding new features. Sorry people. I have to finish school/a thesis.

  3. #43
    can u give me a hint how to active the cycile under the units? i dont find anything :/

  4. #44
    This is what a colourblind mod really needs :

    Firstly, don't use red. At all. I've got protanopia, which means a reduced sensitivity to colours in the red spectrum. Now what people may not realise about red is that it's a very dark colour. The rod cells in your eyes (the ones that pick up the shapes of things) are not at all sensitive to red. In fact, they're most sensitive to light in the "green" region. And that's why green is usually such a light colour.

    Now this is important because to someone with protanopia, red and black can often be indistinguishable from each other. A red halo over anything is often completely missed.

    There's 2 nerve channels in the eye when it comes to colour vision. Red and green sit on one channel, and blue and yellow sit on the other channel. That's why colourblindness is often referred to as "red-green" or "blue-yellow". In actual fact, just one of the receptors needs to be unusual for it to cause problems.

    So with that brief history aside, this is what I would suggest :

    Use white and blue as team colours instead. That already resolves the peoblem other red-deficient people like me have with not seeing the unit auras at all. It also means that there's no red on green on the minimap. The two colours still can't be confused with each other, so it's no trade-off from red-white. And then add numbers to the minimap dots for each player. It can go from 1-5. If you set yourself to blue and the other team to white, then there will be 5 white enemy dots going from 1-5. A dedicated colourblind player can then memorise the numbers and mentally attach them to certain colours.

    And so thus, when some idiot goes, "get the purple guy!", colourblind people won't be absolutely lost as to who he's talking to, because they'll look at their minimap, realise that purple is always number [x] (probably no. 2 if I remember the orders correctly), and thus be able to co-operate usefully with the rest of the team.
    Last edited by Horgrick; 09-09-2009 at 04:16 PM.

  5. #45
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    Quote Originally Posted by Horgrick View Post
    This is what a colourblind mod really needs :

    Firstly, don't use red. At all. I've got protanopia, which means a reduced sensitivity to colours in the red spectrum. Now what people may not realise about red is that it's a very dark colour. The rod cells in your eyes (the ones that pick up the shapes of things) are not at all sensitive to red. In fact, they're most sensitive to light in the "green" region. And that's why green is usually such a light colour.

    Now this is important because to someone with protanopia, red and black can often be indistinguishable from each other. A red halo over anything is often completely missed.

    There's 2 nerve channels in the eye when it comes to colour vision. Red and green sit on one channel, and blue and yellow sit on the other channel. That's why colourblindness is often referred to as "red-green" or "blue-yellow". In actual fact, just one of the receptors needs to be unusual for it to cause problems.

    So with that brief history aside, this is what I would suggest :

    Use white and blue as team colours instead. That already resolves the peoblem other red-deficient people like me have with not seeing the unit auras at all. It also means that there's no red on green on the minimap. The two colours still can't be confused with each other, so it's no trade-off from red-white. And then add numbers to the minimap dots for each player. It can go from 1-5. If you set yourself to blue and the other team to white, then there will be 5 white enemy dots going from 1-5. A dedicated colourblind player can then memorise the numbers and mentally attach them to certain colours.

    And so thus, when some idiot goes, "get the purple guy!", colourblind people won't be absolutely lost as to who he's talking to, because they'll look at their minimap, realise that purple is always number [x] (probably no. 2 if I remember the orders correctly), and thus be able to co-operate usefully with the rest of the team.
    FYI:

    1. Blue
    2. Teal
    3. Purple
    4. Yellow
    5. Orange
    ________
    6. Pink
    7. Grey
    8. Light Blue
    9. Dark Green
    10. Brown


    I'll try and make a blue/white version, but the problem with that is that the first slot is blue so it might be confusing.

  6. #46
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    How about making it customizable? As in, you can set it to green, blue, red or whatever.

  7. #47
    Quote Originally Posted by MaxGhost View Post
    FYI:

    1. Blue
    2. Teal
    3. Purple
    4. Yellow
    5. Orange
    ________
    6. Pink
    7. Grey
    8. Light Blue
    9. Dark Green
    10. Brown


    I'll try and make a blue/white version, but the problem with that is that the first slot is blue so it might be confusing.
    True, but then for the people this mod is for, it's all already confusing anyway.

    Edit :

    As another thought: Have the actual dots black with white numbers on them. Then have the little circle around the main circle have the blue or white colouration. Then you could even use numbers from 1-10 (or 1-0 if 10 is too big for the circle) so that you don't even have to think of team when someone mentions a colour. That would work, no?
    Last edited by Horgrick; 09-09-2009 at 05:12 PM.

  8. #48
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    Quote Originally Posted by Horgrick View Post
    True, but then for the people this mod is for, it's all already confusing anyway.
    Done making the changes. I left red there, but states 5 and 6 are for blue, so you'll have to toggle it a few extra times. It's untested, so just PM me or something if you have problems with it.

    Here it is. Mabye picklefish would be awesome enough to put it in his OP for other users?

    Quote Originally Posted by Horgrick View Post
    As another thought: Have the actual dots black with white numbers on them. Then have the little circle around the main circle have the blue or white colouration. Then you could even use numbers from 1-10 (or 1-0 if 10 is too big for the circle) so that you don't even have to think of team when someone mentions a colour. That would work, no?
    I don't think that's possible. I'm not entirely sure, but I right now, I don't think you can separate player color from dot color, and I don't think we can edit dots themselves either to add numbers.
    Last edited by MaxGhost; 09-09-2009 at 05:16 PM.

  9. #49
    Ok, downloaded and will test it and let you know. Thanks for your effort.

    As to the numbers : so the dots can only be varied by RGB values, as far as you know?

  10. #50
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    Quote Originally Posted by Horgrick View Post
    Ok, downloaded and will test it and let you know. Thanks for your effort.

    As to the numbers : so the dots can only be varied by RGB values, as far as you know?
    the dots and player colors use the same value: g_playerColors, and they use hex color values (6-digits, ranging from 0-F)

  11. #51
    Blue + white works much better. Only problem is that the kill messages can sometimes be a little confusing because it's white name + white text. Not sure what other colour could be used though :/

  12. #52
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    Quote Originally Posted by Horgrick View Post
    Blue + white works much better. Only problem is that the kill messages can sometimes be a little confusing because it's white name + white text. Not sure what other colour could be used though :/
    Uh, grey? O_o

    You're the expert; I'm not colorblind.

  13. #53
    OK, now that I've had time to think about it, and mess around in MS Paint :

    Purple and Yellow.

    There's no form of colourblindness (except total inability to perceive colour whatsoever) that could mistake these two colours.

    Btw, your blue/white mod has the auras being more distinct that the original white/red mod (the white seemed brighter, in other words). Is that just my eyes, or did you change it? I found it way more useful in the heat of battle than the original red/white auras.

  14. #54
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    Quote Originally Posted by Horgrick View Post
    OK, now that I've had time to think about it, and mess around in MS Paint :

    Purple and Yellow.

    There's no form of colourblindness (except total inability to perceive colour whatsoever) that could mistake these two colours.

    Btw, your blue/white mod has the auras being more distinct that the original white/red mod (the white seemed brighter, in other words). Is that just my eyes, or did you change it? I found it way more useful in the heat of battle than the original red/white auras.
    Nope, I just changed the hex color from #FF0000 to #0000FF... The color is pure blue, and not the same blue that the first slot uses.

    As an example of the difference, This is the first slot's blue and this is the blue I used for the mod. There is a slight difference.

    I'll add purp/yellow into the mod. I'll try to find the purest of both colors so that it works.

    I'll need your opinion on which purple to use... This one? or This one? or This one?
    And for yellow, This one? or This one? or This one?
    Last edited by MaxGhost; 09-09-2009 at 10:12 PM.

  15. #55
    I was thinking full values for high contrast. So 255/255/0 for Yellow, and 255/0/255 for Purple.

  16. #56
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    Quote Originally Posted by Horgrick View Post
    I was thinking full values for high contrast. So 255/255/0 for Yellow, and 255/0/255 for Purple.
    255/0/255 is pink. lol Edit: fuchsia.

    I can do FFFF00 for yellow, that's pure yellow. Just need your opinion on which of the two first purples is better then. I'll code it tomorrow.

  17. #57
    Yellow and Fuschia then.

    I settled on purple because that's what you're supposed to get when you mix red and blue. Maxing out red and blue, in this case, was to make sure that people with blue/yellow issues (aka tritanopia) didn't have problems with the colours.

    I don't know if it would matter or not, but I'm guessing that those halos around the characters would be invisible if the RGB values were 0/0/0. Imo, the more those halos stand out, the better.

  18. #58
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    Quote Originally Posted by Horgrick View Post
    Yellow and Fuschia then.

    I settled on purple because that's what you're supposed to get when you mix red and blue. Maxing out red and blue, in this case, was to make sure that people with blue/yellow issues (aka tritanopia) didn't have problems with the colours.

    I don't know if it would matter or not, but I'm guessing that those halos around the characters would be invisible if the RGB values were 0/0/0. Imo, the more those halos stand out, the better.
    They would be white halos at 0/0/0.

    But mkay, I'll go with #FFFF00 and #FF00FF. I'll code it tomorrow, going to bed.

  19. #59
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    K so new version is up... Hoping picklefish will update the OP again with this...

  20. #60
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    My buddy thanks you MaxGhost. But is there a way to make the units full colored (like kadeve's, but can't get that one to work)? He's still got trouble identifying colors in group fights without making them painfully obvious to distinguish.

    On another note, he says the "bugged" textured units when running in all low settings (like Behemoth and Pollywog) is perfect.

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