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Godot palette swap
Godot palette swap







godot palette swap

OR I have to recode how it reads the files. From what I'm told, Godot just throws away the color table information. It's funny too because I went through the effort in MUGEN to neatly organised the color tables for every asset so. I just find it really silly that it can apparently edit a sprite ONTOP of the character, but not the character itself. by that point too, wont the shader also start having issues with lighter values, by not showing the color correctly? that's why they use dark colors, yeh? What's to stop me from just using the same exact image in the shader, and just grabbing the RGB values from that, to run through the shader if it can do solid color replacements? I mean, I guess I CAN export every asset with this separate palette of 0 to 36 type stuff, provided Fireworks doesn't choke on rendering colors so close in value together for hundreds of frames. From what I understand, I'd need to make a black image and in the RGB, nudge each color up by one.

godot palette swap

If there is a way I can get the engine to identify colors on my assets, that would e much more ideal. so it'd be a very busy issue with the shaders to mask each and every character asset like this. Problem is, my characters also have somthing around 24 to 36 colors on average. I guess since I'm stuck doing this with most engine choices, I guess I'll move forward keeping this in mind.

godot palette swap

So, I'm probably gonna be stuck going with the mask route. There are ways from what I'm told me make the engine load images specifically to gather color data, but it involves rewriting how the engine loads images, using one image as palette info, and then recognizing each color on all assets in the group and automatically makes the shade change those colors, which I doubt I'm gonna figure out any time soon. So I think I have a bit of an understanding how the shader method works, but the idea of layering up double assets feels icky, ontop of needing to make an extra set of hungreds of assets for the shader to apply colors to. I really figured something like this would be a no-brainer in any engine. I've pretty much been leaning on going with Godot, but I'm hoping I can figure out a way to do this efficiently, otherwise I'm gonna have to look at another engine. Apparently there is some sort of way using a base sprite of the entity that can make the engine do the color function for the rest of the assets, but I'm a long way off from figuring that out. I've seen a bunch of shit about needing a mask for every frame? Are you shittin me!? 250+ frames per character and enemy type. I apparently have to write my own palette swapper if I'm gonna use one of these engines.

godot palette swap

You mean to tell me it's gotta be super complicated in real engines?Īt least in Unity and Godot there is no built-in way of handling this, and that's a huge problem for me as this is a NEEDED function for my game. Why do modern game engines have no way of editing palettes? Palette swapping's been around for a long time, but this isn't a thing accounted for. This is mainly meant to act as a journal post with a supporting image.









Godot palette swap