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2018-11-03, 11:39 PM
(This post was last modified: 2018-11-04, 12:31 AM by Holy_Diver.)
WORD OF WARNING
If you're still out there... or "still around" last night I ran into trouble with banding in the sky (banding is a constant problem for simple sky backgrounds) and so ultimately decided that I need to change how the textures are converted to BMP files, so that instead of 7 being black, 0 is black, and instead of 255 being white, it's simply not possible to be fully white... but for KF2 it doesn't matter since the colors you see are much more bright/white hot compared to the texture images.
If you want new files, please let me know. You may want to wait until I've mapped everything to their models. That will solve the duplicates problem. I had to replace all of the images I'd applied to models with the new, darker images. So, as part of this, I outputted copies that use the convention I'm using for naming files for the project, which converts, for example, "832x,000y 1293760.bmp" to ii1293760.bmp. So I can also give you the renamed files at the same time. Although, there will be duplicates. If you are making files, you can rename them this way as you go. Like ii1293760.svg, although I suppose, the SVG files don't have to be named this way, but it will probably make things easier if they are so named, in alphanumerical order. (FWIW the "832x,000y" is very important for finding the files to apply to the models, but you don't need that to process the image.)
EDITED: Oh yeah, in the new system 0,0,0 converts to 8,8,8, but all other colors use 0 since they must have color in one of their components. So darkest blue is 0,0,8. That's the best that can be done, unless SOM's colorkey behavior is ever changed somehow. It probably should use 0,0,0 as colorkey and not 7,7,7 and less. It's just a matter of deciding when is the best time to commit to/institute such a change. (Probably around the same time I'm able to set up a better art system for SOM.)