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[MIRROR] Material datum color update, plus touching up some material …
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…items (knight armor, tiles) (#2792)

* Material datum color update, plus touching up some material items (knight armor, tiles) (#82500)

## About The Pull Request

Tries to bring the material datum colors in closer approximation to the
stacks they're attached too. I literally used the colors on the stacks.
some might need to be lighter or darker, but for the most part they'll
look...closer to their actual material hues.

![material datum stuff
2](https://github.com/tgstation/tgstation/assets/40847847/a3a5968f-cab3-43dd-8699-3dae879b21fb)

I've also tweaked the sprites of both the tile object and the actual
material tile turf to give it the right shading.


![image](https://github.com/tgstation/tgstation/assets/40847847/56489479-8774-492b-b8cc-aeabc6c0a67f)

In addition to the tiles, I've also updated the knight armor and helmet
to look closer to the much higher quality plate armor already in the
game.

## Why It's Good For The Game

It bothered me that the material datum coloring was inconsistent with
the actual colors used for the material stacks. When they were updated,
and even before they were updated, material datum stuff just never
looked _right_. I wanted to change that so that it looks just right.

I did not like the old material knight armor whatsoever. It was a
dithered mess, and seemed to already use parts of the standard plate
armor but with all the actual shading removed or replaced with the wrong
colors. This fixes that so that the armor is actually readable for what
it is.

## Changelog
:cl:
image: Updates the colors of various material datum to bring them closer
in-line with their actual material stacks
image: Improves the sprites for the material knight armor and helmet.
/:cl:

* Material datum color update, plus touching up some material items (knight armor, tiles)

---------

Co-authored-by: NovaBot <[email protected]>
Co-authored-by: necromanceranne <[email protected]>
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3 people authored Apr 10, 2024
1 parent 5242ddc commit e38fb84
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78 changes: 42 additions & 36 deletions code/datums/materials/basemats.dm
Original file line number Diff line number Diff line change
Expand Up @@ -2,8 +2,8 @@
/datum/material/iron
name = "iron"
desc = "Common iron ore often found in sedimentary and igneous layers of the crust."
color = "#878687"
greyscale_colors = "#878687"
color = "#B6BEC2"
greyscale_colors = "#B6BEC2"
categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
sheet_type = /obj/item/stack/sheet/iron
ore_type = /obj/item/stack/ore/iron
Expand All @@ -22,8 +22,8 @@
/datum/material/glass
name = "glass"
desc = "Glass forged by melting sand."
color = "#88cdf1"
greyscale_colors = "#88cdf196"
color = "#6292AF"
greyscale_colors = "#6292AF"
alpha = 150
categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
integrity_modifier = 0.1
Expand All @@ -39,6 +39,7 @@
armor_modifiers = list(MELEE = 0.2, BULLET = 0.2, ENERGY = 1, BIO = 0.2, FIRE = 1, ACID = 0.2)
mineral_rarity = MATERIAL_RARITY_COMMON
points_per_unit = 1 / SHEET_MATERIAL_AMOUNT
texture_layer_icon_state = "shine"

/datum/material/glass/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5, sharpness = TRUE) //cronch
Expand All @@ -63,8 +64,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
/datum/material/silver
name = "silver"
desc = "Silver"
color = list(255/255, 284/255, 302/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
greyscale_colors = "#e3f1f8"
color = "#B5BCBB"
greyscale_colors = "#B5BCBB"
categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
sheet_type = /obj/item/stack/sheet/mineral/silver
ore_type = /obj/item/stack/ore/silver
Expand All @@ -74,6 +75,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
beauty_modifier = 0.075
mineral_rarity = MATERIAL_RARITY_SEMIPRECIOUS
points_per_unit = 16 / SHEET_MATERIAL_AMOUNT
texture_layer_icon_state = "shine"

/datum/material/silver/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5)
Expand All @@ -83,8 +85,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
/datum/material/gold
name = "gold"
desc = "Gold"
color = list(340/255, 240/255, 50/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //gold is shiny, but not as bright as bananium
greyscale_colors = "#dbdd4c"
color = "#E6BB45"
greyscale_colors = "#E6BB45"
strength_modifier = 1.2
categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
sheet_type = /obj/item/stack/sheet/mineral/gold
Expand All @@ -96,6 +98,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.15, ENERGY = 1.15, BOMB = 1, BIO = 1, FIRE = 0.7, ACID = 1.1)
mineral_rarity = MATERIAL_RARITY_PRECIOUS
points_per_unit = 18 / SHEET_MATERIAL_AMOUNT
texture_layer_icon_state = "shine"

/datum/material/gold/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5)
Expand All @@ -105,8 +108,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
/datum/material/diamond
name = "diamond"
desc = "Highly pressurized carbon"
color = list(48/255, 272/255, 301/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
greyscale_colors = "#71c8f784"
color = "#C9D8F2"
greyscale_colors = "#C9D8F2"
categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
sheet_type = /obj/item/stack/sheet/mineral/diamond
ore_type = /obj/item/stack/ore/diamond
Expand All @@ -128,8 +131,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
/datum/material/uranium
name = "uranium"
desc = "Uranium"
color = rgb(48, 237, 26)
greyscale_colors = rgb(48, 237, 26)
color = "#2C992C"
greyscale_colors = "#2C992C"
categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
sheet_type = /obj/item/stack/sheet/mineral/uranium
ore_type = /obj/item/stack/ore/uranium
Expand Down Expand Up @@ -168,8 +171,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
/datum/material/plasma
name = "plasma"
desc = "Isn't plasma a state of matter? Oh whatever."
color = list(298/255, 46/255, 352/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
greyscale_colors = "#c162ec"
color = "#BA3692"
greyscale_colors = "#BA3692"
categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
sheet_type = /obj/item/stack/sheet/mineral/plasma
ore_type = /obj/item/stack/ore/plasma
Expand Down Expand Up @@ -200,8 +203,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
/datum/material/bluespace
name = "bluespace crystal"
desc = "Crystals with bluespace properties"
color = list(119/255, 217/255, 396/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
greyscale_colors = "#4e7dffC8"
color = "#2E50B7"
greyscale_colors = "#2E50B7"
alpha = 200
starlight_color = COLOR_BLUE
categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_ITEM_MATERIAL = TRUE)
Expand All @@ -213,6 +216,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
points_per_unit = 50 / SHEET_MATERIAL_AMOUNT
tradable = TRUE
tradable_base_quantity = MATERIAL_QUANTITY_EXOTIC
texture_layer_icon_state = "shine"

/datum/material/bluespace/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
victim.reagents.add_reagent(/datum/reagent/bluespace, rand(5, 8))
Expand All @@ -223,8 +227,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
/datum/material/bananium
name = "bananium"
desc = "Material with hilarious properties"
color = list(460/255, 464/255, 0, 0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //obnoxiously bright yellow
greyscale_colors = "#ffff00"
color = list(460/255, 464/255, 0, 0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //obnoxiously bright yellow //It's literally perfect I can't change it
greyscale_colors = "#FFF269"
categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
sheet_type = /obj/item/stack/sheet/mineral/bananium
ore_type = /obj/item/stack/ore/bananium
Expand Down Expand Up @@ -253,8 +257,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
/datum/material/titanium
name = "titanium"
desc = "Titanium"
color = "#b3c0c7"
greyscale_colors = "#b3c0c7"
color = "#EFEFEF"
greyscale_colors = "#EFEFEF"
strength_modifier = 1.3
categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
sheet_type = /obj/item/stack/sheet/mineral/titanium
Expand All @@ -265,6 +269,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
beauty_modifier = 0.05
armor_modifiers = list(MELEE = 1.35, BULLET = 1.3, LASER = 1.3, ENERGY = 1.25, BOMB = 1.25, BIO = 1, FIRE = 0.7, ACID = 1)
mineral_rarity = MATERIAL_RARITY_SEMIPRECIOUS
texture_layer_icon_state = "shine"

/datum/material/titanium/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
victim.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
Expand All @@ -273,8 +278,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
/datum/material/runite
name = "runite"
desc = "Runite"
color = "#3F9995"
greyscale_colors = "#3F9995"
color = "#526F77"
greyscale_colors = "#526F77"
strength_modifier = 1.3
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
sheet_type = /obj/item/stack/sheet/mineral/runite
Expand All @@ -292,8 +297,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
/datum/material/plastic
name = "plastic"
desc = "Plastic"
color = "#caccd9"
greyscale_colors = "#caccd9"
color = "#BFB9AC"
greyscale_colors = "#BFB9AC"
strength_modifier = 0.85
sheet_type = /obj/item/stack/sheet/plastic
ore_type = /obj/item/stack/ore/slag //No plastic or coal ore, so we use slag.
Expand Down Expand Up @@ -321,8 +326,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
/datum/material/wood
name = "wood"
desc = "Flexible, durable, but flamable. Hard to come across in space."
color = "#bb8e53"
greyscale_colors = "#bb8e53"
color = "#855932"
greyscale_colors = "#855932"
strength_modifier = 0.5
sheet_type = /obj/item/stack/sheet/mineral/wood
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
Expand Down Expand Up @@ -354,8 +359,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
/datum/material/adamantine
name = "adamantine"
desc = "A powerful material made out of magic, I mean science!"
color = "#6d7e8e"
greyscale_colors = "#6d7e8e"
color = "#2B7A74"
greyscale_colors = "#2B7A74"
strength_modifier = 1.5
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
sheet_type = /obj/item/stack/sheet/mineral/adamantine
Expand Down Expand Up @@ -426,11 +431,12 @@ Unless you know what you're doing, only use the first three numbers. They're in
source_item?.reagents?.add_reagent(/datum/reagent/toxin/plasma, source_item.reagents.total_volume*(3/5))
return TRUE

// It's basically adamantine, but it isn't!
/datum/material/metalhydrogen
name = "Metal Hydrogen"
desc = "Solid metallic hydrogen. Some say it should be impossible"
color = "#f2d5d7"
greyscale_colors = "#f2d5d796"
color = "#62708A"
greyscale_colors = "#62708A"
alpha = 150
starlight_color = COLOR_MODERATE_BLUE
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
Expand Down Expand Up @@ -468,8 +474,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
/datum/material/sandstone
name = "sandstone"
desc = "Bialtaakid 'ant taerif ma hdha."
color = "#B77D31"
greyscale_colors = "#B77D31"
color = "#ECD5A8"
greyscale_colors = "#ECD5A8"
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
sheet_type = /obj/item/stack/sheet/mineral/sandstone
value_per_unit = 5 / SHEET_MATERIAL_AMOUNT
Expand Down Expand Up @@ -498,8 +504,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
/datum/material/runedmetal
name = "runed metal"
desc = "Mir'ntrath barhah Nar'sie."
color = "#3C3434"
greyscale_colors = "#3C3434"
color = "#504742"
greyscale_colors = "#504742"
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
sheet_type = /obj/item/stack/sheet/runed_metal
value_per_unit = 1500 / SHEET_MATERIAL_AMOUNT
Expand All @@ -515,8 +521,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
/datum/material/bronze
name = "bronze"
desc = "Clock Cult? Never heard of it."
color = "#92661A"
greyscale_colors = "#92661A"
color = "#876223"
greyscale_colors = "#876223"
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
sheet_type = /obj/item/stack/sheet/bronze
value_per_unit = 50 / SHEET_MATERIAL_AMOUNT
Expand Down
10 changes: 0 additions & 10 deletions code/modules/clothing/head/helmet.dm
Original file line number Diff line number Diff line change
Expand Up @@ -423,16 +423,6 @@
armor_type = /datum/armor/knight_greyscale
material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Can change color and add prefix

/datum/armor/knight_greyscale
melee = 35
bullet = 10
laser = 10
energy = 10
bomb = 10
bio = 10
fire = 40
acid = 40

/obj/item/clothing/head/helmet/skull
name = "skull helmet"
desc = "An intimidating tribal helmet, it doesn't look very comfortable."
Expand Down
12 changes: 11 additions & 1 deletion code/modules/clothing/suits/armor.dm
Original file line number Diff line number Diff line change
Expand Up @@ -531,6 +531,16 @@
material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS//Can change color and add prefix
armor_type = /datum/armor/knight_greyscale

/datum/armor/knight_greyscale
melee = 35
bullet = 10
laser = 10
energy = 10
bomb = 10
bio = 10
fire = 40
acid = 40

/obj/item/clothing/suit/armor/vest/durathread
name = "durathread vest"
desc = "A vest made of durathread with strips of leather acting as trauma plates."
Expand Down Expand Up @@ -596,7 +606,7 @@
desc = "A superb armor made with the toughest and rarest materials available to man."
icon_state = "h2armor"
inhand_icon_state = null
material_flags = MATERIAL_EFFECTS | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS//Can change color and add prefix
material_flags = MATERIAL_EFFECTS | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Can change color and add prefix
armor_type = /datum/armor/armor_elder_atmosian
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
Expand Down
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