Adjusting FOW color(s) schema

Zyxpsilon

Running Spider
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Just figured out where the "Coloring" methods for this brownish set of layers are...

*\Base\ArtDefs\FOW.artdef

Basicly this file is a renamed xml with specific principles on how to handle various features of the FOG with RGB instructions. Extracting the generic structure revealed this kind of setup;

------------------------
<Element class="AssetObjects::BLPEntryValue">
<m_EntryName text="FOW/Parchment"/>
<m_XLPClass text="FOWTexture"/>
<m_XLPPath text="FOWTextures.xlp"/>
<m_BLPPackage text="FOWTextures"/>
<m_LibraryName text="FOWTexture"/>
<m_ParamName text="FullFog_LineOpacityNoise"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.400000</m_fValue>
<m_ParamName text="FullFog_LineOpacity"/>
</Element>
<Element class="AssetObjects::RGBValue">
<m_r>49.000000</m_r>
<m_g>27.000000</m_g>
<m_b>6.000000</m_b>
<m_ParamName text="FullFog_LineColor"/>
</Element>

------------------------
Which is just one section out of many more!

Essentially, a bunch of Classes/Elements hook to BLP resources and further define the Hue to apply to a variety of objects.

I have yet to try editing the Vanilla context (or change some values in there)... but it's certainly interesting to find out how they manage the process. If anything it proves we'll be able to exploit that component & its related BLP assets for proper customization attempts -- rather easily.

Gimme the SDK, asap! ;)
 
This is interesting ... could this info also be used to work on construction of a dampening overlay of sorts to the game as a whole? So colors in visible areas are less garish?
 
Sure will make every attempts to control whatever feel "right"... by requests or specifically as personal opinion(s). My hope is that a proper HSL code function (via LUA) can be attached to Vanilla assets directly. Ideally, an interactive component (config/settings) that people can adjust to their own ideas of optimal UI/HUD conditions.

Some might want to have a crisp flashy sky blue fog while others would like the return of the old Civ5 white clouds, etc. All of which can be done.. AFAIC.
;)
 
Have been looking for this. Something about the CIV6 art style is causing massive eye fatigue for me and after playing around with settings / colour schemes, the new fog of war (that is quite unreadable for me) is the the last thing that comes to mind.
Maybe it's something about the different style between the visible and FOW terrain or different colours - would certainly like to try reverting back to standard FOW or at least changing it's colours.
 
Don't forget "Eye Fatigue" can also happen with long non-interrupted sessions. Most experts recommend taking regular breaks (of 15 minutes away from the computer) within any given gameplay of 2-3 hours.

Another tricky issue with HUD design is that some developpers don't take into account the Blue-Light effect.. since i do have a monitor that compensate this visual impairment, i can't worry about the persistent troubles. So, i f you don't have this special stuff, you may have indirect fatigue from it too.

As for developping alternate coloring schema(s).. the idea is simple; if we can control the whole HSL model within the game settings, people will be able to adapt any colors they either prefer or to fine-tune "fatigue" consequences. In my experience, generic grey-scale UI (why i created Z-UI for Civ5, btw -- shortcut is in my sig) & more contrast for smaller elements can help tremendously.
 
Taking some breaks is a good idea of course. :)
Haven't had this issue with most other games (e.g. Civ5), so I suspect it's something more than me sitting behind the monitor for too long tho.
Started using ReShade - muting all colours did seem to make a noticeable improvement for me.
Would still be nice to tweak FOV as well tho.
 
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