Graphic tint on terrain

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evildogbot100
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Graphic tint on terrain

Post by evildogbot100 » Tue Jan 16, 2018 1:27 pm

Hello, is it possible to use tint for terrain graphics? To reduce atlas as well as file size.

posila
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Re: Graphic tint on terrain

Post by posila » Tue Jan 16, 2018 1:35 pm

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.

evildogbot100
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Re: Graphic tint on terrain

Post by evildogbot100 » Tue Jan 16, 2018 1:54 pm

How about decoratives?

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Re: Graphic tint on terrain

Post by posila » Tue Jan 16, 2018 2:11 pm

Decoratives can be tinted through regular "tint" property in sprite definition in prototype.

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Earendel
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Re: Graphic tint on terrain

Post by Earendel » Sat Jan 20, 2018 1:29 pm

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.

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