Graf Zahl wrote:markanini wrote:To my eyes the default option with palette emulation disabled reduces the quantization artifacts of the original, greatly improving atmosphere IMO. The downside is that the colors hues and saturation get shifted around, resulting in a generally dull and off-looking colors.
Actually, I think it's the palette shades that look off. This same shift to red can be observed in all of the Build games in the brown colors which makes me believe that the generation tool was bugged, because aside from this quirk the shade tables are relatively well composed.
I don't see anything wrong with Blood's shade table.
By superimposing a black gradient over the palette, I get very similar results converting the palette in Photoshop.
I think it's just a visual thing, the game relies too much on indigo or yellow colors, and when darkened the closest match is brown.
markanini wrote:To my eyes the default option with palette emulation disabled reduces the quantization artifacts of the original, greatly improving atmosphere IMO. The downside is that the colors hues and saturation get shifted around, resulting in a generally dull and off-looking colors. This made me consider a way of combining the pluses of both modes using a shader. As a proof of concept I have prepared a ReShade package.
https://www.dropbox.com/s/4snzt7l71ur0e ... e.zip?dl=0
Extract it into your Raze directory, run Reshade Setup, and it should get picked up on startup. Just remember to leave palette emulation disabled. Currently only Blood is supported.
That's very interesting, it seems to be doing a good job in preserving the contrast of the original ART.
Did you achieve that by averaging the RGB shifts for each color index in the shade table?
EDIT: Looks like you just overlayed the images, using the hue of one and the brightness of another.