2010-09-12, 01:42 PM
I noticed in 16bpp mode the monster/npc shadows were not reaching pure white giving them a square outline. So I bumped the pre-blending brightness up just enough to get them over that hill. The shadows must not be 15bit textures. I'm assuming the same glitch (or whatever) exists under DirectX7, but it might be the colour conversion is handled differently. Doesn't hurt anyway just to be safe.
I'm not sure how popular these shadows are because I have a feeling they clip when walking up hills etc. Because of their peculiar blending mode they are probably pretty easy to detect. At the very least they could be turned on/off with a global setting (assuming they are in the game to begin with)
I assume they just stay level with the monsters feet... or wherever ground level is relative to them. I'd bet in fact that the imps for example have a shadow that will float in mid air unless they are just the right height off the ground.
UPDATE: Err actually it turns out that the crappy shadow images stop short of 255 at 248
I'm not sure how popular these shadows are because I have a feeling they clip when walking up hills etc. Because of their peculiar blending mode they are probably pretty easy to detect. At the very least they could be turned on/off with a global setting (assuming they are in the game to begin with)
I assume they just stay level with the monsters feet... or wherever ground level is relative to them. I'd bet in fact that the imps for example have a shadow that will float in mid air unless they are just the right height off the ground.
UPDATE: Err actually it turns out that the crappy shadow images stop short of 255 at 248