by Graf Zahl » Fri Oct 16, 2009 2:09 am
Added. Now that this was available for colormaps transferring the algorithm to translations was not that hard. The syntax is as follows:
Translation "start:end=%[rs,gs,bs]:[re,ge,be]"
start and end are palette indices which define the range to be translated.
rs...be are floating point values between 0.0 and 2.0.
For each palette entry in the range the color is calculated as follows:
translatedcolor = (rs,gs,bs) + grayscale(color) * (re-rs, ge-gs, be-bs)
which is the same as for colormaps.
This can be freely combined with other translation options, i.e. you can desaturate the entire sprite and then with additonal translations alter certain colors in a different way - or just desaturate a subrange of colors etc.
This option is also available for the TEXTURES lump as it uses the same code as DECORATE.
ACS is a different matter, unfortunately. That requires work on the ACS parser and I'm not going to change it.
Added. Now that this was available for colormaps transferring the algorithm to translations was not that hard. The syntax is as follows:
Translation "start:end=%[rs,gs,bs]:[re,ge,be]"
start and end are palette indices which define the range to be translated.
rs...be are floating point values between 0.0 and 2.0.
For each palette entry in the range the color is calculated as follows:
translatedcolor = (rs,gs,bs) + grayscale(color) * (re-rs, ge-gs, be-bs)
which is the same as for colormaps.
This can be freely combined with other translation options, i.e. you can desaturate the entire sprite and then with additonal translations alter certain colors in a different way - or just desaturate a subrange of colors etc.
This option is also available for the TEXTURES lump as it uses the same code as DECORATE.
ACS is a different matter, unfortunately. That requires work on the ACS parser and I'm not going to change it.