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Shelltoe

First Lieutenant
Apr 4, 2015
235
63
zed be sure to know i luv you .... but plz explain:
uBzaYwI.png


whats differnt with our games? the right one is obviously brighter than the diffuse isn't it. (used no _s so this won't brighten)

(i actually downloaded csl + your sample at work to do this screen :D should i do another one with colors?)
 
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Shelltoe

First Lieutenant
Apr 4, 2015
235
63
not it's not? o_O it's grey? i changed it so you can see it ....

left = _d (it's grey not white at all!!)
right = _d + white color variation
middle = _d + grey color variation (obiously a bit darker than 50% hard to tell ingame)

_c = your sample _s
 

Zed68

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The pic you show on the left is darker than my _d, my _d was completely white and black, no grey at all, but this changes nothing.

YES the pic to the right is brighter than the pic in the middle BECAUSE THOSE PARTS ARE NOT BLACK so they will go darker when you apply a color change...

I don't understand what you're trying to prove !!!!!! o_O
 

Zed68

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o_O

my Point is the right pic is brighter than MY diffus shown on the left which won't happen with multiplied colors.

Huh ??? :confused:

At first you were telling the game was making black lighter when applying a white color variation... (which isn't happening at all).

Now you say that multiplying white with a darker color shouldn't make things darker... man this is exactly what happens when you multiply.
On your example you are not making the right pic clearer, you are makin the middle one darker.
 

Shelltoe

First Lieutenant
Apr 4, 2015
235
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where did i mention black :D sorry let's just skip this. might be a definition think dunno.

all i wanted to say is: multipied textures can't get brighter ever
which is the case in the screen posted above
so the game doesn't seem to multiply by definition
take it or leave it
 
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Shelltoe

First Lieutenant
Apr 4, 2015
235
63
just skip the one in the middle dude :D

to make it clear: you think the right one is NOT brighter then my texture on the left???? you must be kidding
 

Shelltoe

First Lieutenant
Apr 4, 2015
235
63
yes exactly this. Minus shadow & ambient of course

EDIT:
neighter overlay nor multiply seem to be the matching PS equivalent.
it's actually kinda vivid light + multiply!

quick mockup:
VkZOzPH.jpg


actual ingame Color:
kpGvMtU.jpg


sample:
https://1fichier.com/?vbcorsk7z6


Code:
Multiply
public static int multiply ( int top, int bottom ) {
  return top * bottom / 0xff;
}



Color Dodge
public static int colorDodge ( int top, int bottom ) {
  if ( top == 0xff ) return 0xff;
  int col = (int) Math.round( ( normalize( bottom ) / ( 1 - normalize( top ) ) ) * 255 );
  return ( col > 0xff ) ? 0xff : col;
}


Vivid Light
public static int vividLight ( int top, int bottom ) {
  if ( top < 128 ) {
  return colorBurn( 2 * top, bottom );
  } else {
  return colorDodge( 2 * ( top - 128 ) , bottom );
  }
}
 
Last edited:

BadPeanut

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finally got the pedestrian paths as close to perfect as i can - some pedestrians still float through because they're 'jumping' between pathways. but i'm happy enough with it. these are just simple meshes i modeled in a few minutes to illustrate the WIP but I have seemed to achieved modularity. hopefully i will be done in a week or so (probably less)

GtHrl9r.jpg

Iq0djhN.jpg

3iNK31J.jpg
 
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