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Posted: Wed Jun 21, 2006 4:53 pm
by Viktor
Yep, I did have antialiasing on. Oh well- time to redo a day worth of work.
Posted: Wed Jun 21, 2006 6:07 pm
by Point
no need to redo them just sort your indexing color table to only have 1 blue 240 0 0 and it will force the almost blues to that color.... another way i some times use is import all into amber then export the color plate and select color range of blues and wipe them all out... a lazy way to do it is use hue change in amber and in colection reference to turn the blues to a gray or a unit appropriate color.
as for 240 vs 256 colors i was always taught and told 240, but maybe i was missinformed oz might be right that 256 works.
antiliased usually looks better so i wouldnt redo the bitmaps just create a good color table master with only 1 of the blues. or 3 and plan to edit out the other two after u get it in amber..
Posted: Wed Jun 21, 2006 7:13 pm
by ozone
the reason its 240 for colormaps is for blood and scars. These 16 "saved" colors are not needed for anything else because other bitmaps dont get changed during play meaning you can use up to 256. Of couse with the first color set to background color, the second set to a color not used already in any of the bitmaps(including the first one)this is for bitmap breakdown within the plate and if you use transparency the third color.
Posted: Thu Jun 22, 2006 3:20 pm
by Viktor
How do I force the color table to only one 0,0,255, blue?
Moreover- what if I did that with a unit that had some blue in it's model (my cannon does not) then those blues too would be switched to background blue?
Posted: Thu Jun 22, 2006 3:50 pm
by ozone
Well...Then dont use blue for the background
It doesnt have to be blue it just has to be one solid color.