I've resolved the light-green slime problem by multiplying the derived green colour by 1.25 until it exceeds the derived red colour. This is done for all slime textures where red exceeds green. It will cause trouble for mods where this is intentional (e.g. using a slime texture with a name beginning in "*slime" to represent some kinda corrosive red substance), so it's not a perfect solution, but this unfortunately is one case where correct ID1 behaviour has a higher importance than correct wacky mod behaviour.
I want to test out smaller multiplication factors (such as 1.125 - larger look bad, already tested), and maybe modify the colour balance for torches a little, before calling it a wrap, but it's really looking like the program is done!
Next step after that is generating the set of ID1 LITs and making everything publicly available. All in all, I'm happy with the result.
A release 2 might happen; I'm thinking something along the lines of fixing up Hipnotic rotating brush weirdness and maybe adding Hexen II support for that one.
Tuesday, May 12, 2009
MHColour 2009 Update 15
Posted by
mhquake
at
8:19 PM
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1 comments:
Definitely be keen to see H2 support or even just a H" lit pack
Cheers, kempie
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