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Improved colorization in storyboards

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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +0
Topic Starter
ziin
Currently we have 2 methods of colorization:

_C,0,0,0,RRR,GGG,BBB
_P,0,0,0,A

Using the C command, we can set each channel to a percent of its original value. The only real use here is coloring grayscale objects and fading to black, as using 0,0,0 will always result in a black image.

Using additive coloring on a sprite changes it so that the RGB value on the pixel is added to the pixel behind it. This creates a lot of really bright whites (since it is not capped at 192,192,192 like backgrounds are while playing).

What I suggest is actually threefold:

The opposite of these two commands. Something like a C2 command which using 255,255,255 would result in a white image, and 0,0,0 would result in the original image.

Also a subtractive coloring so that white subtracts nothing from the image, and black would make everything else black.

Finally, some parameter to undo the colorization process, but only where a sprite would overlay it. So you take a colorized to black image, then overlay a circle, and the circle shows the non-colorized image. This would allow more than one "spotlight" in storyboards.
Shiirn
yes plz
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