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Color Adjustment - Red-Green Color Blindness

 
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Color Adjustment - Red-Green Color Blindness - 9/17/2009 9:34:53 AM   
LT Blindgaenger


Posts: 14
Joined: 9/15/2009
Status: offline
Hello my fellow warmongers!
I just wondered if i could adjust the minimap, so enemies wont be shown any more as red dots, but bright yellow ones.
Reason is, that i suffer from red green color blindness.
The terrain gives most of the time a soft green background and even so the red dots are shown in a very strong red, for me they are not the eye catchers they probably should be. I only see them, when i observe the minimap to check, but they dont really draw my attention.

Anything i could do about it?

Thanks in advance
Blindgaenger
Post #: 1
RE: Color Adjustment - Red-Green Color Blindness - 9/18/2009 12:13:01 AM   
Senior Drill


Posts: 199
Joined: 11/21/2007
From: Quantico
Status: offline

quote:

ORIGINAL: LT Blindgaenger
...... Anything i could do about it?


You wouldn't happen to be a laboratory monkey, would you? Gene Therapy Cures Color-Blind Monkeys

The only one that could help on this one is Steve McClaire, the lead programmer. He could isolate the location of the color choice used in the mini map in the compiled code and suggest a replacement value to hex edit in to the .exe that might be a viable solution for you. Code being code and TLD being retreaded and munged code, there might be possible unintended consequences, though. But in your case and others with your degree of color blindness, a broad brush replacement color value might be just the solution. Steve and I have a mutual acquaintance who has a degree of color blindness, but in a couple of years of CC testing, he never mentioned a problem with the mini map as far as I recall. It is something that should be address, though.

_____________________________

C'est magnifique, mais ce n'est pas la guerre.

(in reply to LT Blindgaenger)
Post #: 2
RE: Color Adjustment - Red-Green Color Blindness - 9/18/2009 10:21:23 AM   
LT Blindgaenger


Posts: 14
Joined: 9/15/2009
Status: offline
quote:

You wouldn't happen to be a laboratory monkey, would you?



Sshhht not so loud! It's what makes my cc strategy so unique.
Shake the bush, grab the banana and run, you know?

But honestly thank you for your reply on that matter.
I hoped it would be something simple and modable.

It is a bit disturbing, but not enough to be a fun killer.
I still can see the red dots when i look for them. They are just not that alarming, thats all.


< Message edited by LT Blindgaenger -- 9/18/2009 10:28:43 AM >

(in reply to Senior Drill)
Post #: 3
RE: Color Adjustment - Red-Green Color Blindness - 9/20/2009 9:03:05 AM   
CSO_Talorgan


Posts: 768
Joined: 3/10/2007
Status: offline
Is this really a code issue?

I guess I should confess straight up that I have never modded The Longest Day, but in original V there are a lot of dots in the graphics files which look suspiciously like the dots LT Blindgaenger refers to. Again, I have to confess to never having modded them, but it's an idea.

Apologies in advance if this is a half-cooked idea from the wrong version.

(in reply to LT Blindgaenger)
Post #: 4
RE: Color Adjustment - Red-Green Color Blindness - 9/20/2009 3:19:48 PM   
Senior Drill


Posts: 199
Joined: 11/21/2007
From: Quantico
Status: offline
The colors used for the unit location dots on the mini map, as well as the computer generated texts and numberals, are defined in the .exe code, usually as an RGB reverse byte order. Some an exact color code, some are alpha channel overlays to modifiy the base color. There are a lot of colors defined in a lot of places within the code, so finding the specific one for the red mini map dots would be quite difficult to find. Complicating that sort of hex editor search is not knowing without a lot of trial and error which byte sets represent color combinations and which are computational numbers.

I believe the dots you are refering to in the ScrnGadg and GameGadg files are merely placeholder 1 x 1 pixel transparent images. The gadget files are compiled code that modders have figured out how to extract the images from. The game code fetches the appropiate image for use in-game from the gadget files by counting from the start of the file rather than calling out an image by name. If you compare CC3's gadget file with CC4 and CC5's, you can see that the 1 x 1 pixel placeholder images in CC4 are where unused images from CC3 were deprecated. I suppose that way was chosen so that the entire code base did not have to be searched to adjust the numbers which would have to be done if unused images were taken out of the files. It is also the main reason that new images cannot be added to the gadget files. Unless one has the .hpp files and the compiler code, it is nigh on impossible to insert or delete images to the gadget files and get the game file to use them properly.

_____________________________

C'est magnifique, mais ce n'est pas la guerre.

(in reply to CSO_Talorgan)
Post #: 5
RE: Color Adjustment - Red-Green Color Blindness - 9/22/2009 6:31:34 PM   
CSO_Talorgan


Posts: 768
Joined: 3/10/2007
Status: offline

quote:

ORIGINAL: Senior Drill

I believe the dots you are refering to in the ScrnGadg and GameGadg files are merely placeholder 1 x 1 pixel transparent images. The gadget files are compiled code that modders have figured out how to extract the images from. The game code fetches the appropiate image for use in-game from the gadget files by counting from the start of the file rather than calling out an image by name. If you compare CC3's gadget file with CC4 and CC5's, you can see that the 1 x 1 pixel placeholder images in CC4 are where unused images from CC3 were deprecated. I suppose that way was chosen so that the entire code base did not have to be searched to adjust the numbers which would have to be done if unused images were taken out of the files. It is also the main reason that new images cannot be added to the gadget files. Unless one has the .hpp files and the compiler code, it is nigh on impossible to insert or delete images to the gadget files and get the game file to use them properly.


OK

Thanks for the info.

(in reply to Senior Drill)
Post #: 6
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