I was rereading some of the old how-to documents that came with the game editors originally. One thing that I noticed, that I'd forgotten, is that wall, floor and object texture images are created in 32 colours. I'm pretty sure the end data isn't planar and is probably 8-bit. I'm inclined to believe that this is a limitation of using AMOS for the original code, perhaps an IFF ILBM loading limitation. If that's true, then I may look into replacing some of the conversion tools with quick C utilities that can use 256 colour source assets, maybe with data types. At least PNG would be good.
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