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Graphic tint on terrain

Posted: Tue Jan 16, 2018 1:27 pm
by evildogbot100
Hello, is it possible to use tint for terrain graphics? To reduce atlas as well as file size.

Re: Graphic tint on terrain

Posted: Tue Jan 16, 2018 1:35 pm
by posila
evildogbot100 wrote:Hello, is it possible to use tint for terrain graphics? To reduce atlas as well as file size.
Hi, currently it is not possible, because I encoded coordinates of alpha masks into color channel.
But it will be possible sometime in future (hopefully 0.17). I would like to have even more complex color transformations for terrain graphics then just tint, but that will be driven mainly by requirements from our artists.

Re: Graphic tint on terrain

Posted: Tue Jan 16, 2018 1:54 pm
by evildogbot100
How about decoratives?

Re: Graphic tint on terrain

Posted: Tue Jan 16, 2018 2:11 pm
by posila
Decoratives can be tinted through regular "tint" property in sprite definition in prototype.

Re: Graphic tint on terrain

Posted: Sat Jan 20, 2018 1:29 pm
by Earendel
posila wrote:
evildogbot100 wrote:Hello, is it possible to use tint for terrain graphics? To reduce atlas as well as file size.
Hi, currently it is not possible, because I encoded coordinates of alpha masks into color channel.
But it will be possible sometime in future (hopefully 0.17). I would like to have even more complex color transformations for terrain graphics then just tint, but that will be driven mainly by requirements from our artists.
I've started hitting the 255 tile limit in the alien biomes mod. If tile tints, or whatever the recoloring is, could be influenced by noise layers or dimensions, that would be an amazing benefit because the color changes could have smooth transitions over a large distances without increasing the number of tiles required for any tile color variations. It would be great if that were also a lua API tile property so things pollution could affect tile color over time.