Is Oak/1.7 going to allow maps to be indexed at higher colors than 240? A couple maps I'm working on would benefit greatly from it.
When is Oak/1.7 due? Has an approx. release date been set?
More Colors, More Res
-
- Posts: 406
- Joined: Tue Apr 22, 2008 11:16 pm
Oak is in Alpha testing right now and is very sexy indeed.
You still have to work with a colormap of 240-242 or so in 8 bit indexed from with Oak...BUT that isnt a limiting factor really anymore because you can add a detail layer to the maps now with Oak.
They are 24 bit detail textures = tons of fukin colors!
So you gotta make the 8 bit maps as the BASE and the detail textures as the super nice high res color filled layer that goes over it. Also you can create and import your own textures for use in Oak!
look for Oak winter-ish
-renwood
You still have to work with a colormap of 240-242 or so in 8 bit indexed from with Oak...BUT that isnt a limiting factor really anymore because you can add a detail layer to the maps now with Oak.
They are 24 bit detail textures = tons of fukin colors!
So you gotta make the 8 bit maps as the BASE and the detail textures as the super nice high res color filled layer that goes over it. Also you can create and import your own textures for use in Oak!
look for Oak winter-ish
-renwood
Peach Out
-
- Posts: 406
- Joined: Tue Apr 22, 2008 11:16 pm
Yep Pyro is correct Oak is openGL only, so mythers if your in software or dont have a openGL video card, start saving a few bucks a week and youll be all set in a few months.
It really is worth the upgrade.....now we just need high res scenary and units to go with it so everything is high res. hehe tons of work though!
It really is worth the upgrade.....now we just need high res scenary and units to go with it so everything is high res. hehe tons of work though!
Peach Out
-
- Posts: 406
- Joined: Tue Apr 22, 2008 11:16 pm
Yea buck its still imporant to try to make the normal colormap (8 bit indexed bmp) look as good as you can.
So its kinda like you would want to make grass and stuff like you allways did on a colormap, because you can allways just lay down a grass detail texture over the allready green grassy parts.
But things like stonework or tiles shouldnt be done on the colormap since you can use a stonework or tiles detail texture to display that. Something like if you wanted stone or brick on the colormap you would paint the base colors of the stone or brick on the 8 bit colormap, then to get the stone/tiles or bricks you would use the detail textures.
I hope that makes some sense, its like if you put the bricks on the colormap itself you wouldnt be able to really match the detail textures to it.
they wouldnt really line up or the scale of them would be off.
So for red bricks just paint a variation of reds on the 8 bit cmap.
for stone paint shades of gray where the stonework will go.
for grass paint shades of green where you will place the detail textures of grass over it.
So its kinda like you would want to make grass and stuff like you allways did on a colormap, because you can allways just lay down a grass detail texture over the allready green grassy parts.
But things like stonework or tiles shouldnt be done on the colormap since you can use a stonework or tiles detail texture to display that. Something like if you wanted stone or brick on the colormap you would paint the base colors of the stone or brick on the 8 bit colormap, then to get the stone/tiles or bricks you would use the detail textures.
I hope that makes some sense, its like if you put the bricks on the colormap itself you wouldnt be able to really match the detail textures to it.
they wouldnt really line up or the scale of them would be off.
So for red bricks just paint a variation of reds on the 8 bit cmap.
for stone paint shades of gray where the stonework will go.
for grass paint shades of green where you will place the detail textures of grass over it.
Peach Out
- William Wallet
- Posts: 1494
- Joined: Tue Mar 30, 2004 9:40 am
- Location: Perth Australia
- Contact:
Makes me wish I was still doing maps.... about 5 years ago I remember wishing we had this kind of thing in Myth II. At the time I used to get by, using subtle texturing on my shadow maps of all things!
Sometimes it looked okay, sometimes it didn't.
Sometimes it looked okay, sometimes it didn't.
Okay I got the models but now I'm too dumb to do anything with 'em