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- >Yep! Although it does still mean a great deal of work on the part of the
- >artists! :)
-
- I don't mind, it's good to be involved. 8-)
-
- >In order to be able to shade / lighten / darken textures with distance etc, we
- >must generate a table of colour entries - 64 levels of 256 colours each.
- >This is
- >64*256 words, or 64*256*2 bytes, or 32k PER PALETTE. If we have 4 palettes
- >in the
- >game then we need 128k just for colours - that's before you count the
- >textures which
- >are already width*height bytes when in memory.
-
- This is what I was afraid of. 8-(
-
- >Realistically, we are talking about 1 to 8 palettes max for any one level.
- >There's
- >no way we can manage a palette for each texture without loosing all of the
- >lighting effects and depth-cueing.
- >
- >I'll have to leave the final decision to those developing the graphics.
-
- 1 to 8 palettes per level would be better than nothing, but it does
- mean that it's going to be tricky to sort out the colours needed, spread
- across all the textures. I was hoping to avoid the problems of using set
- palettes for all of the textures- it makes drawing them difficult, since
- most drawing programs don't have realistic brush, airbrushes etc which work
- in paletted modes.
-
- It's going to be easiest to draw everything with 256 colours per
- texture, then sort out the palettes afterwards using a tool of some sort,
- maybe after the level has been designed. That would prevent the level
- designer having to choose textures depending on how which palette they use.
- This would be restricting.
-
- >We could manage a palette per texture if we dropped the shading effects, but I
- >don't think the loss of atmosphere is worth the gain in colours.
-
- I agree- already Doom and Heretic look better than on the PC and
- they only use a single palette for all the graphics.
-
- Have another day.
-
- Robin Ball
-
-
-