View Single Post
Old 03 September 2022, 14:08   #86
eXeler0
Registered User
 
eXeler0's Avatar
 
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,970
Quote:
Originally Posted by Karlos View Post
It started as this https://github.com/0xABADCAFE/karlos...remapped_2.png

However the engine doesn't do so well with this because it's not super happy with high contrast (picks odd colours for some texels) and to be visible in medium lighting need to be lighter. So you end up with less contrast and saturation to work better across all lighting scenarios:

https://github.com/0xABADCAFE/karlos...512x128-32.png

Still not happy with it, there's quite a bit of trial and error.

This one repeats after 256 pixels but the original one it replaces is 512. I plan to replace the second half with some variations.

It would improve the appearance and performance a lot of we could add MIP mapping to the engine.
Is the palette fixed for the entire game like in Quake or is it per Level or how does it work? Regarding luminosity I think it could be a good idea to look at the original versions.
And +1 for the mip-mapping idea. Ever used TexMex testure editor? Has some useful tools
eXeler0 is offline  
 
Page generated in 0.04405 seconds with 11 queries