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Errors in Kill high and low colour script
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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Jul 18, 2016 4:18 pm    Post subject:  Errors in Kill high and low colour script Reply with quote  Mark this post and the followings unread

After having playing some of my assets on a darker map, I realized that although I had for sure used the script to wipe out the colours, I still had wrong shades..

So looking into the cscheme file, I noticed 242 was not remapped... but I also disagree with the remaps in the grays too.

Please update the values in lightingcolourkiller.cscheme like so:

240=32
241=37
242=42
243=46
244=50

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Jul 18, 2016 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is not a bug. If you are unhappy with a custom scheme, make your own and distribute your version here. If it is good enough, I may even add it to future distributions of the program, like what I did with the ones from Apollo.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Jul 19, 2016 12:01 am    Post subject: Reply with quote  Mark this post and the followings unread

You already distribute this one, 242=242 is clearly a bug because all it's neighbours are remapped lower and the title includes that range. Since it skips 242, that's a bug.

As for my changes, they are the closest of the grayscale to match, the original values aren't far off, my values are just closer, so I didn't think you'd object?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Jul 21, 2016 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh also can we have an option/setting not to replace colours on the rubble frame with the rest? They don't follow the same schema with full bright pixels anyway.

Maybe make that as the default/autodetect option when choosing the range of frames to apply. I don't know which method you prefer, but as it is, it makes "all frames" rather useless on buildings.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Jul 22, 2016 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

After some thought I'm replacing the values to the following shades of gray:

240=32
241=37
242=42
243=47
244=52


But, for those who already have the old lightingcolourkiller.cscheme, you'll either have to replace it manually in the SVN or delete it and delete another sacred file like the TS unittem.pal in order to force the installer repair tool. I don't think auto-update will give you the latest version of this custom scheme.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Jul 24, 2016 4:19 am    Post subject: Reply with quote  Mark this post and the followings unread

So I went through the colours again on a calibrated 21" CRT I haven't used in a while, and these are the best values I got by doing parallel rectangles in VXLSE. Unfortunately the greens and blues don't really match up, and the red shades aren't distinct enough, but this is the best I could get.

240=32
241=39
242=43
243=47
244=51
245=168
246=176
247=182
248=186
249=200
250=201
251=81
252=193
253=195
254=196
255=32

Does anyone else want to do the same tests and confirm so we can reach a consensus?



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