Surface Colors

It would save me so much in brick count if I had the ability to apply different colors to individual surfaces of a part, even different materials as well. Now Some of you might say just use a surface gui, but that’s a bit complicated for me. So I think it would be awesome like surface lights we had surface colors and materials.

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You can already do this with CSG.

You’ll probably have to have the negative part be a tiny bit lowered into the part you want colored (in the example above I moved the negative part down by 0.0005).

And then your file size will explode and your players will take forever to load

And then your file size will explode and your players will take forever to load[/quote]

Only if they have a low-speed connection.

And then your file size will explode and your players will take forever to load[/quote]

Only if they have a low-speed connection.[/quote]

For all you know 100% of your players have low-speed connections. Why would you gamble that?

And then your file size will explode and your players will take forever to load[/quote]

Only if they have a low-speed connection.[/quote]

For all you know 100% of your players have low-speed connections. Why would you gamble that?[/quote]

Not trying to. Your statement seemed like it was assuming all of them did have low-speed connections, which may not be the case.

Wouldn’t this mean more color data would have to be transferred across the server though?

[quote]
For all you know 100% of your players have low-speed connections. Why would you gamble that? [/quote]

Not trying to. Your statement seemed like it was assuming all of them did have low-speed connections, which may not be the case.

Wouldn’t this mean more color data would have to be transferred across the server though?[/quote]

Obviously not all of them will be on slow connections but if you don’t plan for them to be on slow connections then you’ll be excluding the ones who are and you’ll be losing their business. The amount of data a single number takes up is trivial compared to a massive CSG. Some random CSG I just pulled out of tiny tanks amounted to 48 KB, and that’s just one CSG.

[quote] [quote=“Ethan” post=145222]
For all you know 100% of your players have low-speed connections. Why would you gamble that? [/quote]

Not trying to. Your statement seemed like it was assuming all of them did have low-speed connections, which may not be the case.

Wouldn’t this mean more color data would have to be transferred across the server though?[/quote]

Obviously not all of them will be on slow connections but if you don’t plan for them to be on slow connections then you’ll be excluding the ones who are and you’ll be losing their business. The amount of data a single number takes up is trivial compared to a massive CSG. Some random CSG I just pulled out of tiny tanks amounted to 48 KB, and that’s just one CSG.[/quote]

I know this. I wasn’t comparing it to CSG. I was just referring that it would mean more color data. The roblox team typically don’t like these sort of things, such as when people discuss adding more colors. You could potentially increase the amount of color data per part by x4. If tons of parts utilize this feature, I’m curious of the outcome.

And then your file size will explode and your players will take forever to load[/quote]

Only if they have a low-speed connection.[/quote]

For all you know 100% of your players have low-speed connections. Why would you gamble that?[/quote]

Not trying to. Your statement seemed like it was assuming all of them did have low-speed connections, which may not be the case.

Wouldn’t this mean more color data would have to be transferred across the server though?[/quote]

It’s best to plan for the worst case scenario. Just sayin’.

And then your file size will explode and your players will take forever to load[/quote]

Only if they have a low-speed connection.[/quote]

For all you know 100% of your players have low-speed connections. Why would you gamble that?[/quote]

Not trying to. Your statement seemed like it was assuming all of them did have low-speed connections, which may not be the case.

Wouldn’t this mean more color data would have to be transferred across the server though?[/quote]

It’s best to plan for the worst case scenario. Just sayin’.[/quote]

I never said it wasn’t. Just sayin’ Assuming all players have low-speed connections is different from making a game work with low-speed connections.

Myself, I tend to use SurfaceGuis with a blank ImageLabel and edit the ImageColor property, but it doesn’t quite work with dynamic lighting. But as you said, you don’t quite feeling comfortable with it. Perhaps use decals? Although I’m not sure if decals have the ImageColor property.
Or as Admiral mentioned, the CSG workaround. While CSG does tend to make places take a bit longer to load, your builds tend to have quite a bit of it already so I’m sure it wouldn’t be too much of a big deal.
All in all, it wouldn’t be extremely necessary, yet I suppose it would be convenient.
[size=2]Also this thread got derailed bad.[/size]