![]() ![]() So as you can see, instead of making water look like a constant stream, it makes it look like it's constantly blinking on and off. That's my first and second attempt at making water animations for DTA in case you were wondering (although the second was edited in several ways and animates fewer colors, meaning that the result in OpenRA would look far worse than that), which I did by exactly simulating TD and RA's "palette scrolling" method. So what this actually means is that water animations will then end up looking similar to this: The problem is that the TD and RA palettes have 2 pairs of identical colors among the water colors and while DTA's terrain palettes initially had the 2 identical pairs of blues among the water colors as well (they don't anymore), the secondary colors from those identical pairs ended up being entirely unused while creating the terrain because the TMP editor automatically always only assigns the first color on the palette that matches when you paste a tile into it. I already assumed that'd be possible, but because of how the process of making or editing terrain for TS works (which is by creating or editing the tile in an image editor and then pasting it into the the TMP editor), DTA's tiles with water don't use proper color indexes that'd allow this palette animation. ![]() Attach signature (signatures can be changed in profile) ![]()
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