SSTICKBASH · TEAM FEEDBACK · GUN COLOURS
Page 42 · team feedback #12 · real gun drawings, real colour maths

GUNS AS VIVID
AS THE PICKER.

Every gun on this page is drawn by the game’s own weapon drawing (the same parts, outline and light band as StickDraw.Weapon), on a real DARK VIVID arena. The fighters and the map never change between pictures. Only the guns do.

YOU SAID“in practice mode there is a weapon picking menu in the header; in that menu the guns look good (colours made vivid or something), so make the gameplay-time colours like that too.”
DRAG: TODAY ↔ OUR PICK (B · LIT VIVID)
TODAYB · LIT VIVID
SAME FIGHTERSSAME MAPONLY THE GUNS CHANGEBACKYARD · NIGHT 70%
01

WHY THEY LOOK DULL

Found by reading the picker (UI/V4/Reskin/ReskinPractice.cs, ComicFigure.cs) and the match’s weapon drawing (Render/StickDraw.cs, Render/Night.cs, Render/WorldGrade.cs). Both draw the exact same gun. The difference is one colour step.

In a match, each gun’s colours go into the game’s camera without being converted first, so every colour comes out lighter and greyer (the black outline turns grey, dark metal turns mid-grey, yellow goes pale), while the picker converts them back and shows the true colours on a bright card.

IN THE PICKER

The practice header’s WEAPON chip and the PICK A WEAPON sheet: the gun at its true colours, near-black ink, on a class-coloured card. No night, no grade (it’s on the UI layer).

WEAPONMINIGUN
BOTSPARRING
AMMOINFINITE
PICK A WEAPON

IN THE MATCH · REAL FRAMES

Cut from today’s store capture (Backyard, night 70%) and a floor-gun capture. Next to each, the same gun as the picker draws it.

Faris holding the minigun in a real match: pale grey
MINIGUNheld · real → picker
Fida holding the rocket launcher: pale olive
ROCKET LAUNCHERheld · real → picker
Hiba holding the flamethrower
FLAMETHROWERheld · real → picker
A minigun lying on the floor at night with its silver halo
ON THE FLOORreal → picker

THE COLOUR TRIP, IN NUMBERS

Each colour of the gun, as the picker shows it, after the match camera, and after the DARK VIVID grade (saturation ×1.46, contrast +7% at night 70%). Computed with the game’s own formulas.

PICKERthe true hex
→
CAMERAlifted, before the grade
→
IN THE MATCHwhat you see today
1The night isn’t the problem. The night dim and tint skip guns, fighters and effects; only the map is dimmed (Render/Night.cs).
2DARK VIVID can’t save grey. It multiplies colour, and lifted gunmetal has almost none, so it stays grey.
3Why the fighters still pop: they get the same lift, but they’re strong colours, so the grade pushes them back up. They stay exactly as they are.
02

THE LOOK IN THE MATCH

Three ways to bring the picker’s colours into the match. Drag the handle: left is today, right is the look you choose. Pick a look and its strength. Held guns and guns on the floor change together; the night halo under floor guns stays.

YOU SAID“make the gameplay-time colours like that too”
Look
Strength
Arena
Moment
TODAY | B
TODAYB
FARIS’S GUN · 3×
✓Exactly the picker’s colours (strength 3), or part of the way there (1, 2). The ink goes back to near-black.
!Dark guns sink into the night. The picker shows them on a bright card; at night a black pistol on a navy sky nearly disappears.
⚙Code: convert the weapon’s colours once before drawing (the picker’s own table). No new shapes, no cost.
✓The picker’s colours, a touch richer. Near-black ink, dark gunmetal, full-strength wood, accents and coloured bodies.
✓A thin moonlight edge along the top of each part, like the night halo on floor items, so every gun pops off the dark sky.
⚙Code: the same colour conversion + one light line per part. A few more shapes per gun.
✓The picker’s class colour as a rim round the ink (pistols blue, rifles green, shotguns orange, heavies red, boom yellow...), the true colours inside.
!Reads as team colour. In team modes a blue rim on an orange-team pistol says the wrong thing (see section 04).
⚙Code: the colour conversion + one coloured outline pass (strength 3 adds a soft glow).
A

PICKER-TRUEthe picker’s exact colours

The literal ask: the same colour step the picker does, applied to guns in the match. Coloured guns (wood, rockets, the energy guns) look great; the dark grey guns go nearly black on a night sky, so pistols, SMGs and rifles get harder to read, not easier.

RECOMMENDED
B

LIT VIVIDpicker colours, lit for the night

The picker’s colours, a touch richer, with a thin moonlight edge along the top of every part. Why we’d pick it: it’s the picker’s vivid look, and the edge keeps even the dark guns standing off the night sky, on every arena, held or on the floor.

C

CLASS RIMthe picker’s card colour as an edge

The picker’s colours plus the picker’s class colour as a rim: you can tell a shotgun from a rifle at a glance. Loud with 8 players, and the rims clash with team colours in team modes.

03

EVERY GUN, UP CLOSE

All 34 weapons in the game, by class: the picker’s card, today in the match, your pick in the match, and lying on the floor (with the night halo) today and with your pick. The pick follows the look and strength chosen above (now: B).

WEAPONPICKERTODAYYOUR PICKFLOOR · TODAYFLOOR · PICK

SKINS GET THE SAME FIX

The six weapon skins (GOLD, NEON, CAMO, CARTOON, ICE, TAPED) are the same drawing with other colours, so they’re lifted today too. Top: today. Bottom: your pick.

04

EDGE CASES

What else the change touches. Nothing here needs a pick.

EMPTY GUNS: UNCHANGED

An empty gun on the floor turns grey (70% toward grey, no light band, no halo) and fades out in 0.6 s. That stays. With vivid guns the grey reads even more clearly as “nothing left”.

TEAMS: WHY NOT C

A blue-team fighter holding a shotgun gets an orange rim; an orange-team fighter’s pistol gets a blue one. In team modes the rims look like team colours. A and B have no rim, so they never clash.

✓Fighters, map, items, effects: untouched. Only the weapon drawing in the match changes (held, on the floor, thrown). The menus already show the true colours.
✓Phones: A is free (a colour table). B adds one thin line per part, C one outline pass per gun: both well inside the shape budget.
✓Low-end CHEAP path and Wi-Fi: same result. It’s the gun’s own colours, so nothing new goes over the network.
✓Day (NIGHT LEVEL slider at 0): A and B look like the picker in daylight too; the moonlight edge of B fades out with the night level.
iTo confirm in the game: one real capture of this frame with the gun colour switch on (held + floor, Backyard and Castle, night 70%) before we lock the strength.

OUR PICK

  • THE CAUSEGun colours reach the match camera unconverted: lighter, greyer, grey ink.
  • THE LOOKB · LIT VIVID · the picker’s colours, a touch richer, with a moonlight edge on every part.
  • STRENGTH2 · medium · vivid without a cartoon outline.
  • KEEPSFighters, map, the floor halo, grey empty guns, skins (they get the same fix).

Engine notes: the conversion is the picker’s ConceptColours table (sRGB → linear on the weapon’s colours only); the moonlight line is drawn in StickDraw.Weapon after each part’s light band, scaled by Night.Strength.

B