Custom Remapable (&Unlit) Ranges #1866
milajanesutherland
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The remapable area of palettes is, as of now, hardcoded to a specific range.
Especially when using custom palettes, specifying your own custom range for it might be useful.
Variable remap range could potentially greatly increase quality of sprites,
aka lots of colors and small remap range
or
few actual static colors and very detailed remap.
The same goes for the so-called Unlit colors
(the last few of the palette) which, atleast in shp artwork, are always rendered as bright regardless of enviroment.
INI CODE
Remapable.StartIndexandRemapable.Lengthwould of course default to the old ranges to keep compatibility.Setting
Remapable.Length=0would have the same effect as settingRemapable=no.Additional context
First of all, I would aslo like to apologize for the edits, as I am not acquainted with this just enough yet.
Instead of setting individual indices of remap and unlit colors, i proposed setting a range.
That is simply because colors in gradients are typicaly next to each other.
However that does in no way mean that I am opposed to the idea of setting individual indices. I just think it is unnecessary.
Also why not just length but also starting point and the fact that i propose it to be unit/anim specific is, because this would allow us to remap different ranges on some things. Think - mostly blue structure would use red as remap, whilst mostly red structure would use yellow or some other color which is not featured on it.
Just a heads-up, I have no idea of how remap is actually handled by the engine, and as such this proposition might not even be possible. Either way, thanks for reading this far :) .
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