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2D All the way! / is a pallete a good idea to use for my maps

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re faze
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Posted: 20th Mar 2006 23:02
im using dbp and I have a pseudo file format already, but i wanted to know whether pallating is a good idea.

the pro's are
smaller file sizes, and easy transitions between day/evening/night
the cons are:
some overhead.

Pincho Paxton
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Posted: 20th Mar 2006 23:37
What is pallating?

re faze
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Posted: 21st Mar 2006 23:28
pallating is when you reference colors ususally using a byte, to specify a specific color in a table. so for instance byte 223 might specify the dword value rgb(255,0,222).

Pincho Paxton
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Posted: 22nd Mar 2006 10:01
Well I don't really know how that helps to transition from day to night. DB Pro has built in lights of any color, and all you have to do is change the light colour to fade from day to night.

Van B
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Posted: 22nd Mar 2006 10:48 Edited at: 22nd Mar 2006 10:48
Modern graphics cards prefer to work in the simplest form, basically 24 or 32-bit colour, a byte per colour element, it's simply the fastest way to work.

The speed and memory increases in videocards has made paletting a sorta bygone technique. For example, it's faster to take 3 bytes and perform calculations on them before passing back, that to take a single byte, then look up what colour it refers to, grab those RGB values, then perform whatever calculations. They would have done it this way from the start if the hardware allowed it, paletted formats are good for screen scrolling and blitting - but it won't affect anything in DB.


Van-B

Put away, those fiery biscuits!
re faze
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Posted: 22nd Mar 2006 22:36
I was going to create the graphics based on pallate entries at load time,and have the tileset palleted to whatever time I decided it was going to be. its a shame pallating isnt hardware anymore, some amazing FX can be created with it.

Van B
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Posted: 23rd Mar 2006 08:25
Yeah, you know your getting old when colour cycling doesn't provide a convincing water effect .


Van-B

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re faze
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Posted: 23rd Mar 2006 16:55
I wasnt going to make a rotating pallate, just a pallate upon loading the map to determine whether its day evening or night.

Pincho Paxton
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Posted: 24th Mar 2006 00:48
Well things change. I'd use a b/w background of a greyscale gradient. Put a red light at the bottom, and a blue light at the top, then you get a red to blue gradient. Now you can fade the lights to any colour you want, add a sun, a moon, some clouds, some stars, some fog. Surely much better than the old way. You don't need to save memory anymore.

re faze
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Posted: 24th Mar 2006 02:12
im doing a tile-map (pokemon/zelda) style not 3d graphics.

Pincho Paxton
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Posted: 24th Mar 2006 07:15 Edited at: 24th Mar 2006 07:16
You can do a tile-map using plains and 3D graphics, it looks exactly the same, and the collision map is exactly the same. Sky transitions in 2D, not so easy. Play with blur bitmap....maybe...





Van B
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Posted: 24th Mar 2006 09:53
Paste image supports alpha, so if you were looking for a good 2D sky effect, alpha transparent cloud layers would be a good start. It'd be no slug either, should be pretty quick.


Van-B

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re faze
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Posted: 24th Mar 2006 14:17
I can do all of that already!

ok im going to do a preliminary test with palletes and see how it goes.

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