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mankrip - Model Skin Colorization Implemented
About This Title
This is just a quick update. A lot of changes were made to the engine since the last post, but the work isn't finished so I won't get in details yet.
Now we can use HD skins with custom colors. The challenge was to implement this in a way that works the same for both HD textures compiled from 32-bit color sources (which can't be directly remapped) and the vanilla color-coded textures, without wasting RAM with duplicate textures (which GLQuake does), without wasting RAM with custom color shading maps (which WinQuake and DOS Quake does) and without recompiling the texture and/or any color tables on every color change.So, it's taking me so long to get this working because there are many intricate technical restrictions to work with, but I'm succeeding.There are many more details about this work, which I'll explain in detail when it's finished. For now, what matters is that this is a feature that I had to get working before releasing the next public version of Retroquad, because it shouldn't be released with broken features that works just fine in vanilla Quake.
This is just a quick update. A lot of changes were made to the engine since the last post, but the work isn't finished so I won't get in details yet.
Now we can use HD skins with custom colors. The challenge was to implement this in a way that works the same for both HD textures compiled from 32-bit color sources (which can't be directly remapped) and the vanilla color-coded textures, without wasting RAM with duplicate textures (which GLQuake does), without wasting RAM with custom color shading maps (which WinQuake and DOS Quake does) and without recompiling the texture and/or any color tables on every color change.So, it's taking me so long to get this working because there are many intricate technical restrictions to work with, but I'm succeeding.There are many more details about this work, which I'll explain in detail when it's finished. For now, what matters is that this is a feature that I had to get working before releasing the next public version of Retroquad, because it shouldn't be released with broken features that works just fine in vanilla Quake.
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