The in game colour scheme and HUD Display Thread

Galaxy map faction colour(please change feds)

  • Leave as is.

    Votes: 12 60.0%
  • Revert everything back to it's original design.

    Votes: 4 20.0%
  • Just a colour change for feds

    Votes: 4 20.0%

  • Total voters
    20
I've tried many presets, but have come to the conclusion that I won't change my HUD color until it's properly implemented in the game, I really don't want the friend/foe colors to be changed. Besides I think I might like orange the best. After playing Mass Effect and now Elite Dangerous, I realize that I quite like this colour.
 
Use negative numbers in your scheme and it will greatly separate out the three colors, at work so can;t demonstrate. Search the forums there are some other threads with the same info.
It can - but it can also cause color bleed in other areas.

For those who don't know, the color matrix is literally just that - a matrix (linear transformation). Every color in the HUD has an associated vector with RGB components, each between 0 and 1 (e.g. that orange color is approximately [1 0.5 0]). By default, that color matrix is identity, so the associated transformation leaves all color vectors unchanged. However, if you adjust that matrix, it will change the colors in the HUD by multiplying each color vector by the matrix.

However, as a rule of thumb (to prevent color bleed), you should have each row of the matrix add to 1, and no negative entries. Here's why:

1. Suppose a row of the matrix adds to more than 1; e.g. your matrix is [1 0.5 0 ; 0 1 0 ; 0 0 1]. In this example, the affect of that matrix on "white" [1 1 1] would be [1.5 1 1]. The game can't handle color vectors with components over 1, so the result would be "cut off" to [1 1 1] (still white). BUT - the affect of the matrix on [0.5 1 1] would ALSO be [1 1 1] (white) - so the matrix has effectively mapped two distinct colors to white.

2. Negative entries have a similar result (color bleed). The matrix [-1 0 0 ; 0 1 0 ; 0 0 1] would send [1 0 0] (red) to [-1 0 0] - which would get cut off as [0 0 0] (black).

If you like to use negative entries and rows adding up to more than 1, then go for it - it's your HUD, after all. I just find those HUDs to not look as good (and find it interesting that there is a linear algebra reason why they don't look as good).


For anyone curious, here's my HUD. It's actually hard to get a "good" red HUD, but I found one I like:


Code:
<MatrixRed> 0.9, 0.05, 0.05 </MatrixRed>
<MatrixGreen> 0.32, 0.36, 0.32 </MatrixGreen>
<MatrixBlue> 0, 0, 1 </MatrixBlue>

http://arkku.com/elite/hud_editor/#theme_0.9_0.05_0.05_0.32_0.36_0.32_0_0_1
 
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Nice question OP!
Now maybe the best solution would be for FD to give us different color schemes, with enemy red and ally green remain untouched? Besides, that could be an opportunity to add something to the online store :)
 
It can - but it can also cause color bleed in other areas.

For those who don't know, the color matrix is literally just that - a matrix (linear transformation). Every color in the HUD has an associated vector with RGB components, each between 0 and 1 (e.g. that orange color is approximately [1 0.5 0]). By default, that color matrix is identity, so the associated transformation leaves all color vectors unchanged. However, if you adjust that matrix, it will change the colors in the HUD by multiplying each color vector by the matrix.

However, as a rule of thumb (to prevent color bleed), you should have each row of the matrix add to 1, and no negative entries. Here's why:

1. Suppose a row of the matrix adds to more than 1; e.g. your matrix is [1 0.5 0 ; 0 1 0 ; 0 0 1]. In this example, the affect of that matrix on "white" [1 1 1] would be [1.5 1 1]. The game can't handle color vectors with components over 1, so the result would be "cut off" to [1 1 1] (still white). BUT - the affect of the matrix on [0.5 1 1] would ALSO be [1 1 1] (white) - so the matrix has effectively mapped two distinct colors to white.

2. Negative entries have a similar result (color bleed). The matrix [-1 0 0 ; 0 1 0 ; 0 0 1] would send [1 0 0] (red) to [-1 0 0] - which would get cut off as [0 0 0] (black).

If you like to use negative entries and rows adding up to more than 1, then go for it - it's your HUD, after all. I just find those HUDs to not look as good (and find it interesting that there is a linear algebra reason why they don't look as good).


For anyone curious, here's my HUD. It's actually hard to get a "good" red HUD, but I found one I like:


Code:
<MatrixRed> 0.9, 0.05, 0.05 </MatrixRed>
<MatrixGreen> 0.32, 0.36, 0.32 </MatrixGreen>
<MatrixBlue> 0, 0, 1 </MatrixBlue>

http://arkku.com/elite/hud_editor/#theme_0.9_0.05_0.05_0.32_0.36_0.32_0_0_1


Oh sure had to go an get all mathy... yeesh :D but yes he is correct have to be careful with the negative numbers. I can get it crisp and defined using negatives. just experiment a little goes a long ways.
 
Is it possible to make everything thats currently yellow to gray (same gray as the forum text) however keep all the other colors as the way they are? Basically i want the red to stay red, i want the green to stay green, etc, just the yellow hud to turn gray.
 
Is it possible to make everything thats currently yellow to gray (same gray as the forum text) however keep all the other colors as the way they are? Basically i want the red to stay red, i want the green to stay green, etc, just the yellow hud to turn gray.
No - it's a linear transformation. Yellow is [1 1 0], which is [1 0 0] (red) + [0 1 0] (green). A linear transformation A satisfies A(u + v) = Au + Av. Thus, if your linear transformation fixed both red and green (i.e. Ar = r, Ag = g), then it would necessarily have to fix yellow, too (because Ay= A(r + g) = Ar + Ag = r + g = y). Throughout, I'm using r=red, g=green, y=yellow.
 
Check my Combat Green preset :)

I did, but nearly lost a battle Asp in a combat zone. Every thing was fine untill things started shooting. Ships that were red suddenly were green and FoF ID was right out the window. Also blue scanner planets... hmmm.
 

rootsrat

Volunteer Moderator
I did, but nearly lost a battle Asp in a combat zone. Every thing was fine untill things started shooting. Ships that were red suddenly were green and FoF ID was right out the window. Also blue scanner planets... hmmm.

You must have done something wrong maybe? I'm 100% that this preset is friend=green and foe=red... I've been using it for ages.

If you check here: http://arkku.com/elite/hud_editor

The foes are the same colour as Repair All text and the Down arrows in outfitting. 100% sure. You can manipulate that colour by the red/red slider.
 
I used to have a nice green setup but I've since lost the original edit and have been unable to find that proper mix once again....


http://images.akamai.steamuserconte...408/4678EFD7E34B466AED1FA6BEE583A95D8680FDC4/
http://images.akamai.steamuserconte...774/89BD4867D5B79589C38F5335A123BEE5E31A7B29/

Edit: Its not exact but the closest I could make recently. The shade of purple for allies is off however and the shade of enemies (lime green) also seems off (both are too light compared to the originals from the screenshots above)
<MatrixRed> 0, 1, 0 </MatrixRed>
<MatrixGreen> 1, 0.25, 1 </MatrixGreen>
<MatrixBlue> 0.66, 0, 0 </MatrixBlue>
 
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You must have done something wrong maybe? I'm 100% that this preset is friend=green and foe=red... I've been using it for ages.

If you check here: http://arkku.com/elite/hud_editor

The foes are the same colour as Repair All text and the Down arrows in outfitting. 100% sure. You can manipulate that colour by the red/red slider.

You are right, hostiles are shown as red, but when they fire at you, they flash green.
Also when you have no target selected, all neutrals are orange and change to green, when you have a target selected.
The colours look very dirty, and the speedbar changes from up to 50% orange into green at 50-100% throttle.

My biggest gripe with the hud, the red targetting marker for subsystems,
stays with this hud colouring.

Overall looks to dirty in colour tone for me,
i'd love me a clean green hud, with the ability to see hostiles, neutrals and friendlies
with a glance.
 

rootsrat

Volunteer Moderator
You are right, hostiles are shown as red, but when they fire at you, they flash green.
Also when you have no target selected, all neutrals are orange and change to green, when you have a target selected.
The colours look very dirty, and the speedbar changes from up to 50% orange into green at 50-100% throttle.

My biggest gripe with the hud, the red targetting marker for subsystems,
stays with this hud colouring.

Overall looks to dirty in colour tone for me,
i'd love me a clean green hud, with the ability to see hostiles, neutrals and friendlies
with a glance.

Gotcha. Well that's the best I could achieve unfortunately. I don't think you can do much better, not with the way it's currently implemented :(
 
teal with orange accents. Easy on the eyes and different enough to distinguish markers

<MatrixRed> 0, 0.62, 1 </MatrixRed><MatrixGreen> 1, 0.22, 0 </MatrixGreen>
<MatrixBlue> 1, 0, 0 </MatrixBlue>
Untitled.png
 
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