Gambini, on Apr 27 2010, 09:53 PM, said:
- There are not too many palettes to use, the range 21-24 is already reserved to some colour variations.
False. We have from 26 to about 250 (not 255 due to glow, detail, normal, and specular maps).
Gambini, on Apr 27 2010, 09:53 PM, said:
- Using different palettes would mean to split walls into several lines in order to apply these.
- The main purpose of the HRP is to make hires replacements for the original assets, requiring to use new variations would be very limited compatibility-wise.
Very true.
Gambini, on Apr 27 2010, 09:53 PM, said:
- The original game maps would not get benefit from it since they can´t be edited.
The maps
can be edited and redistributed, but it would be a very time consuming process, and not very worthwhile, when the textures can simply not be made to noticeably detailed.
Here's an impractical idea of my own.
Examine the def code of these tiles, and compare their highres replacements to 8-bit originals.
texture 191 {
pal 0 { file "highres/textures/0191_d.png" [b]xscale 2.0 yscale 2.0[/b] specpower 25 specfactor 1.5 }
normal { file "highres/textures/0191_n.png" parallaxbias 0.005 parallaxscale 0.01 }
detail { file "highres/detail/paint.png" xscale 0.9 yscale 0.9 }
}
texture 205 {
pal 0 { file "highres/textures/0205.png" [b]xscale 2.0 [/b]}
detail { file "highres/detail/metal.png" xscale 1.2 yscale 0.3 }
}
texture 207 {
pal 0 { file "highres/textures/0207.png" [b]xscale 2.0[/b] }
pal 10 { file "highres/textures/0207_10.png" [b]xscale 2.0[/b] }
pal 14 { file "highres/textures/0207_14.png" [b]xscale 2.0[/b] }
pal 16 { file "highres/textures/0207_16.png" [b]xscale 2.0[/b] }
detail { file "highres/detail/metal_fine.png" xscale 0.68 yscale 0.17 }
}
texture 209 {
pal 0 { file "highres/textures/0209.png" [b]xscale 2.0[/b] }
detail { file "highres/detail/metal_fine.png" xscale 0.68 yscale 0.17 }
}
texture 214 {
pal 0 { file "highres/textures/0214.png" [b]xscale 2.0[/b] }
normal { file "highres/textures/0214_n.png" parallaxbias 0.006 parallaxscale 0.05 }
specular { file "highres/textures/0214_s.png" }
detail { file "highres/detail/metal_fine.png" xscale 0.68 yscale 0.17 }
}
texture 215 {
pal 0 { file "highres/textures/0215.png" [b]xscale 2.0[/b] }
normal { file "highres/textures/0215_n.png" parallaxbias 0.006 parallaxscale 0.05 }
specular { file "highres/textures/0215_s.png" }
detail { file "highres/detail/metal_fine.png" xscale 0.68 yscale 0.17 }
}
texture 218 {
pal 0 { file "highres/textures/0218.png" [b]xscale 2.0[/b] }
detail { file "highres/detail/metal.png" xscale 1.2 yscale 0.3 }
}
texture 755 {
pal 0 { file "highres/textures/0755.png" [b]xscale 2.0 yscale 2.0[/b] }
detail { file "highres/detail/metal.png" xscale 0.15 yscale 0.15 }
}
texture 815 {
pal 0 { file "highres/textures/0815.png" [b]xscale 2.0 yscale 2.0[/b] }
normal { file "highres/textures/0815_n.png" parallaxbias 0.0 parallaxscale 0.005 }
specular { file "highres/textures/0815_s.png" }
detail { file "highres/detail/asphalt2.png" xscale 0.3 yscale 0.3 }
}
This neat feature allows a texture to be replicated a number of times to decrease the amount of overlapping.
The problem is that the resulting image files are very large, but no more so (perhaps less) than several different random textures.