Holy darkside Batman! SoM has shadows!!!

#18
(2013-06-23, 09:02 AM)HwitVlf link Wrote:Todd always said that 256 color map Piece textures looked wonky ‎  under some circumstances, and ‎  I finally figured the reason was that SoM uses a "pallete shift" technique to bake lamp lights into map Piece textures. If you have a lamp light by a Map Piece whose texture only has 256 colors, SoM can't make a gradual shift in shading and instead makes blotchy "shadow-puddle-rings" like you see in videos that are over-compressed.

This isn't true. Textures are not affected by lamp lights. The lamps colour the vertices of the map tiles. Just like when you colour CPs with Meta'. If you posted screenshots I could tell you what you are experiencing. But I've never experienced such things myself. And there is no reason why an indexed texture map would appear any different in game than it does in something like MS Paint.

The SOM games do have a gamma ramp even when brightness is in the middle. You don't get that with Ex. There is a gamma extension for emulating it, but I don't think it works in DirectX 9 mode. Just due to neglect.
Reply



Messages In This Thread
Re: Holy darkside Batman! SoM has shadows!!! - by HolyDiver - 2013-06-24, 01:23 AM



Users browsing this thread:
10 Guest(s)