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-
- > and thanks to have answered it anyway. I was almost
- > ashamed of my suggestion when I read your answer :)
- > I should have thought twice about it.
-
- Don't worry about it - not all of it is obvious.
-
- > But at least, the idea of using local palettes is
- > not bad. In fact, it is even used in the Sony
- > Playstation version: you have rooms that are
- > flooded with green light whereas the other sectors
- > are normal. Perhaps we could use similar things in
- > BM and give some variety to the levels. It seems to
- > me that using a restricted number of different
- > palettes we could give some good atmosphere to the
- > game: just look at hexen and doom. They look
- > completely different, but this is in a great way
- > due to different palette choices.
- > But if you say it would take too much memory...
-
- I don't think this would take too much memory, and I have
- made some suggestions on the list a couple of months ago
- to the effect we could use this to achieve coloured lighting
- effects - so you are pretty close to the mark.
-
- You can experiment by changing the filter colours in the
- source code to see how it would look.
-
- It's the one palette per texture plan that will take too
- much ram.
-
- Doug.
-
-