Tuesday, 10 December 2013

Editor feature: New color picker

Hey there! So I finally dropped by to write a quick post on our stuff after quite a long hiatus (exactly 3 years, 3 months and 8 days long according to my last post) and Thomas pretty much took over the blog. Right now most of you might be wondering who's typing even . The name is Luis and I mainly code the tools we use here at Frictional (also the ones you might have been using for making your own Amnesia custom stories) After the quick introduction, here comes a little editor feature showoff.

If you ever used the Amnesia tools yourself, it's more than probable that you already know about this little buddy here:



One could say it is functional. I mean, you actually can pick a color by using it. But it had a little problem. It sucked, and real bad I must add.

When you are editing a level and need to pick a color for anything, be it the diffuse color for a light or the color multiplier for some illumination texture, you are probably going to need a nice system that allows for quick tweaking with not much sweat. This is definitely not the case of our old color picker, mainly because of two reasons: the RGB color space and lack of immediate preview of changes.

Selecting a color in the RGB color space is pretty straightforward you might think. And it is indeed, you only need to set the values for the Red, Green and Blue components and you are all set. That's it. Okay, but what if you need to choose from a range for a particular color tonality? How are you supposed to know which RGB values you need to set for that? Summing up, RGB is a pretty uninintuitive system when it comes to edition, so we pretty much had to update the color picker to use the HSB color model as well.
This model describes colors as follows:
  • the H value, ranging from 0 to 360, controls the hue for the resulting color; 
  • S, which stands for saturation and ranges from 0 to 100, indicates, in layman terms, how washed the color will look, with 0 being white and 100 equalling the original hue color (for a B value of 100); 
  • and finally B, standing for brightness and ranging from 0 to 100 as well, is quite self explanatory and sets how bright the final color will be, with 0 meaning black and 100 meaning the color that is set by the other 2 parameters.
As for the immediate preview, anyone who used the old picker knows that you had to exit the picker in order to apply and see the changes. When you need to tweak things, which involves constantly changing values and checking out how it looks, this setup is bound to get old and annoying way quicker than you would want it to. To fix this, the new picker can change the target color on the fly, letting the user see the end result in the scene while modifying the values.

Another upgrade that speeds things up a lot is going as visual as possible. No matter which parameter you are editing, being able to change it via a slider or some other graphical tool that you can click on will always help tons. The drawback of these, though, is that it's very likely that you spend more time on them than needed just because they are so fun to use.

After all this long-ish introduction, just say hi to our new color picker:



And see it in action in this short demo video:






12 comments:

  1. "One could say it is functional...But it had a little problem. It sucked"

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  2. Amazing, Luis. Great job, I'm looking forward to work with those improvements.

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  3. Are you guys still using Win32 forms to accomplish your level editor????? I don't know why I have that feeling you guys are- only because I feel you're not interloping it with C Sharp. Could be me. I'm not trying to be rude because I love the work you guys do!

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    1. In fact, you guys inspire me a lot in horror game developing.

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    2. Our GUI is custom, drawn inside an OpenGL window. Win32 look and feel is just a "why not" thing :) No C# also, editors are coded in C++.

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    3. Interesting, is that so that you can make it easily cross-platform?

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    4. So, Frictional Games won't be interloping the editor's in C# either? Also, I noticed when I use the editor I can't close it only with FILE -> Exit. Inside the messaging loop of Win32 there should be a WM_CLOSE or something telling it destroy the window. Can you please correct that with this editor? I've been interloping back and from C++ to C# for my horror game editor; so it's difficult to remember exactly what the close window. Also, I hope you don't chew my head off but I borrowed the Servant Grunt from Dark Descent and imported him in my editor just to see how the ambient occlusion map worked out and displacement mapped look. If you would like a video - I can quickly create one and post it to ya on Facebook. Also, I applied linear gamma correction to it as well using the shader file only.

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    5. @Sam, that's actually one of the advantages a setup like this offers.

      @Paul, yeah, I know the close button event is not handled yet, it's one of those little details that keep getting postponed because of bigger or more important stuff. Hopefully I can get on it at some point :)

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    6. Don't postpone basic usability features, I'm sure people using the editors would appreciate if the window behaved normally.

      As a side note, it's a good UI design practice to use radio-buttons instead of checkboxes for mutually exclusive options, while saving checkboxes for things that can be simultaneously turned on or off (simply because people expect them to work that way).

      Otherwise, great work.

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    7. Well, it's been postponed so long mostly because it hasn't had much complaining about, or at least not as much as other stuff that is used on a much higher frequency basis. A question to sum it up: how many times do you expect to exit the editor in a workday? We have to manage on a quite tight schedule and I'm the only programmer dealing with tools at FG, so this kind of issue is always likely to get pushed to polish periods, when the big tech features and the most used ones are in and "optimized" so to speak.

      As for the radio buttons, our GUI is custom and it does not support those yet, so I would have to implement them first, which leads to the situation explained above. I just went with checkboxes to save time.

      With all this I don't mean that I don't care about having that kind of things like this, just that I have to manage my time to pull the best end results for everyone . I will look into it at some point :)

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  4. trying to make rounds on ... http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/

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  5. A most welcome addition to the engine! I bet your artists love you for this.

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