New shroud renderer. Fixes #2162. Fixes #3024. Fixes #4034.

Uses the original tile sprites in C&C and D2K and uses a smoother transition in all mods.
This commit is contained in:
Paul Chote
2013-12-10 19:28:45 +13:00
parent 4e814a8c2e
commit 4d70996012
15 changed files with 325 additions and 183 deletions

View File

@@ -263,9 +263,7 @@ namespace OpenRA.Traits
public bool IsVisible(CPos xy) { return IsVisible(xy.X, xy.Y); }
public bool IsVisible(int x, int y)
{
// Visibility is allowed to extend beyond the map cordon so that
// the fog tiles are not visible at the edge of the world
if (x < 0 || x >= map.MapSize.X || y < 0 || y >= map.MapSize.Y)
if (!map.IsInMap(x, y))
return false;
if (Disabled || !self.World.LobbyInfo.GlobalSettings.Fog)

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@@ -0,0 +1,59 @@
#region Copyright & License Information
/*
* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.IO;
using OpenRA.FileFormats;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class FogPaletteFromR8Info : ITraitInfo
{
[Desc("Internal palette name")]
public readonly string Name = null;
[Desc("Filename to load")]
public readonly string Filename = null;
[Desc("Palette byte offset")]
public readonly long Offset = 0;
public readonly bool AllowModifiers = true;
public readonly bool InvertColor = false;
public object Create(ActorInitializer init) { return new FogPaletteFromR8(this); }
}
class FogPaletteFromR8 : IPalette
{
readonly FogPaletteFromR8Info info;
public FogPaletteFromR8(FogPaletteFromR8Info info) { this.info = info; }
public void InitPalette(WorldRenderer wr)
{
var colors = new uint[256];
using (var s = FileSystem.Open(info.Filename))
{
s.Seek(info.Offset, SeekOrigin.Begin);
for (var i = 0; i < 256; i++)
{
var packed = s.ReadUInt16();
// Fog is rendered with half opacity
colors[i] = (uint)((255 << 24) | ((packed & 0xF800) << 7) | ((packed & 0x7E0) << 4) | ((packed & 0x1f) << 2));
if (info.InvertColor)
colors[i] ^= 0x00FFFFFF;
}
}
wr.AddPalette(info.Name, new Palette(colors), info.AllowModifiers);
}
}
}

View File

@@ -80,6 +80,7 @@
<Compile Include="Render\WithCrumbleOverlay.cs" />
<Compile Include="PaletteFromR8.cs" />
<Compile Include="D2kResourceLayer.cs" />
<Compile Include="FogPaletteFromR8.cs" />
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<PropertyGroup>

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@@ -15,8 +15,6 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public enum ShroudPaletteType { Shroud, Fog, Combined };
[Desc("Adds the hard-coded shroud palette to the game")]
class ShroudPaletteInfo : ITraitInfo
{
@@ -24,7 +22,7 @@ namespace OpenRA.Mods.RA
public readonly string Name = "shroud";
[Desc("Palette type")]
public readonly ShroudPaletteType Type = ShroudPaletteType.Combined;
public readonly bool Fog = false;
public object Create(ActorInitializer init) { return new ShroudPalette(this); }
}
@@ -37,35 +35,24 @@ namespace OpenRA.Mods.RA
public void InitPalette(WorldRenderer wr)
{
var c = info.Type == ShroudPaletteType.Shroud ? Shroud :
info.Type == ShroudPaletteType.Fog ? Fog : Combined;
var c = info.Fog ? Fog : Shroud;
wr.AddPalette(info.Name, new Palette(Exts.MakeArray(256, i => (uint)c[i % 8].ToArgb())), false);
}
static Color[] Shroud = new[] {
Color.Transparent, Color.Green,
Color.Blue, Color.Yellow,
Color.Black,
Color.FromArgb(128,0,0,0),
Color.Transparent,
Color.Transparent
};
static Color[] Fog = new[] {
Color.Transparent, Color.Green,
Color.Blue, Color.Yellow,
Color.FromArgb(128,0,0,0),
Color.FromArgb(128,0,0,0),
Color.FromArgb(128,0,0,0),
Color.FromArgb(64,0,0,0)
Color.FromArgb(96,0,0,0),
Color.FromArgb(64,0,0,0),
Color.FromArgb(32,0,0,0)
};
static Color[] Combined = new[] {
static Color[] Shroud = new[] {
Color.Transparent, Color.Green,
Color.Blue, Color.Yellow,
Color.Black,
Color.FromArgb(192,0,0,0),
Color.FromArgb(160,0,0,0),
Color.FromArgb(128,0,0,0),
Color.FromArgb(64,0,0,0)
};

View File

@@ -1,6 +1,6 @@
#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
@@ -8,110 +8,204 @@
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Traits;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.FileFormats.Graphics;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class ShroudRendererInfo : ITraitInfo
{
public object Create(ActorInitializer init) { return new ShroudRenderer(init.world); }
public string Sequence = "shroud";
public string[] Variants = new[] { "shroud" };
[Desc("Bitfield of shroud directions for each frame. Lower four bits are",
"corners clockwise from TL; upper four are edges clockwise from top")]
public int[] Index = new[] { 12, 9, 8, 3, 1, 6, 4, 2, 13, 11, 7, 14 };
[Desc("Use the upper four bits when calculating frame")]
public bool UseExtendedIndex = false;
[Desc("Palette index for synthesized unexplored tile")]
public int ShroudColor = 12;
public BlendMode ShroudBlend = BlendMode.Alpha;
public object Create(ActorInitializer init) { return new ShroudRenderer(init.world, this); }
}
public class ShroudRenderer : IRenderShroud
public class ShroudRenderer : IRenderShroud, IWorldLoaded
{
World world;
Map map;
Sprite[] shadowBits = Game.modData.SpriteLoader.LoadAllSprites("shadow");
Sprite[,] sprites, fogSprites;
struct ShroudTile
{
public CPos Position;
public float2 ScreenPosition;
public int Variant;
public Sprite Fog;
public Sprite Shroud;
}
Sprite[] sprites;
Sprite unexploredTile;
int[] spriteMap;
ShroudTile[] tiles;
int tileStride, variantStride;
int shroudHash;
bool initializePalettes = true;
PaletteReference fogPalette, shroudPalette;
Rectangle bounds;
bool useExtendedIndex;
static readonly byte[][] SpecialShroudTiles =
public ShroudRenderer(World world, ShroudRendererInfo info)
{
new byte[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 },
new byte[] { 32, 32, 25, 25, 19, 19, 20, 20 },
new byte[] { 33, 33, 33, 33, 26, 26, 26, 26, 21, 21, 21, 21, 23, 23, 23, 23 },
new byte[] { 36, 36, 36, 36, 30, 30, 30, 30 },
new byte[] { 34, 16, 34, 16, 34, 16, 34, 16, 27, 22, 27, 22, 27, 22, 27, 22 },
new byte[] { 44 },
new byte[] { 37, 37, 37, 37, 37, 37, 37, 37, 31, 31, 31, 31, 31, 31, 31, 31 },
new byte[] { 40 },
new byte[] { 35, 24, 17, 18 },
new byte[] { 39, 39, 29, 29 },
new byte[] { 45 },
new byte[] { 43 },
new byte[] { 38, 28 },
new byte[] { 42 },
new byte[] { 41 },
new byte[] { 46 },
};
var map = world.Map;
bounds = map.Bounds;
useExtendedIndex = info.UseExtendedIndex;
public ShroudRenderer(World world)
{
this.world = world;
this.map = world.Map;
sprites = new Sprite[map.MapSize.X, map.MapSize.Y];
fogSprites = new Sprite[map.MapSize.X, map.MapSize.Y];
tiles = new ShroudTile[map.MapSize.X * map.MapSize.Y];
tileStride = map.MapSize.X;
// Force update on first render
shroudHash = -1;
// Load sprite variants
sprites = new Sprite[info.Variants.Length * info.Index.Length];
variantStride = info.Index.Length;
for (var j = 0; j < info.Variants.Length; j++)
{
var seq = SequenceProvider.GetSequence(info.Sequence, info.Variants[j]);
for (var i = 0; i < info.Index.Length; i++)
sprites[j * variantStride + i] = seq.GetSprite(i);
}
// Mapping of shrouded directions -> sprite index
spriteMap = new int[useExtendedIndex ? 256 : 16];
for (var i = 0; i < info.Index.Length; i++)
spriteMap[info.Index[i]] = i;
// Set individual tile variants to reduce tiling
for (var i = 0; i < tiles.Length; i++)
tiles[i].Variant = Game.CosmeticRandom.Next(info.Variants.Length);
// Synthesize unexplored tile if it isn't defined
if (!info.Index.Contains(0))
{
var size = new Size(Game.modData.Manifest.TileSize, Game.modData.Manifest.TileSize);
var data = Exts.MakeArray<byte>(size.Width * size.Height, _ => (byte)info.ShroudColor);
var s = Game.modData.SheetBuilder.Add(data, size);
unexploredTile = new Sprite(s.sheet, s.bounds, s.offset, s.channel, info.ShroudBlend);
}
else
unexploredTile = sprites[spriteMap[0]];
}
Sprite ChooseShroud(Shroud s, int i, int j)
static int FoggedEdges(Shroud s, CPos p, bool useExtendedIndex)
{
if (!s.IsExplored(i, j))
return shadowBits[0xf];
if (!s.IsVisible(p.X, p.Y))
return 15;
// bits are for unexploredness: up, right, down, left
var v = 0;
// bits are for unexploredness: TL, TR, BR, BL
// If a side is shrouded then we also count the corners
var u = 0;
if (!s.IsVisible(p.X, p.Y - 1)) u |= 0x13;
if (!s.IsVisible(p.X + 1, p.Y)) u |= 0x26;
if (!s.IsVisible(p.X, p.Y + 1)) u |= 0x4C;
if (!s.IsVisible(p.X - 1, p.Y)) u |= 0x89;
if (!s.IsExplored(i, j - 1)) { v |= 1; u |= 3; }
if (!s.IsExplored(i + 1, j)) { v |= 2; u |= 6; }
if (!s.IsExplored(i, j + 1)) { v |= 4; u |= 12; }
if (!s.IsExplored(i - 1, j)) { v |= 8; u |= 9; }
var uside = u & 0x0F;
if (!s.IsVisible(p.X - 1, p.Y - 1)) u |= 0x01;
if (!s.IsVisible(p.X + 1, p.Y - 1)) u |= 0x02;
if (!s.IsVisible(p.X + 1, p.Y + 1)) u |= 0x04;
if (!s.IsVisible(p.X - 1, p.Y + 1)) u |= 0x08;
var uSides = u;
if (!s.IsExplored(i - 1, j - 1)) u |= 1;
if (!s.IsExplored(i + 1, j - 1)) u |= 2;
if (!s.IsExplored(i + 1, j + 1)) u |= 4;
if (!s.IsExplored(i - 1, j + 1)) u |= 8;
return shadowBits[SpecialShroudTiles[u ^ uSides][v]];
// RA provides a set of frames for tiles with shrouded
// corners but unshrouded edges. We want to detect this
// situation without breaking the edge -> corner enabling
// in other combinations. The XOR turns off the corner
// bits that are enabled twice, which gives the behavior
// we want here.
return useExtendedIndex ? u ^ uside : u & 0x0F;
}
Sprite ChooseFog(Shroud s, int i, int j)
static int ShroudedEdges(Shroud s, CPos p, bool useExtendedIndex)
{
if (!s.IsVisible(i, j)) return shadowBits[0xf];
if (!s.IsExplored(i, j)) return shadowBits[0xf];
if (!s.IsExplored(p.X, p.Y))
return 15;
// bits are for unexploredness: up, right, down, left
var v = 0;
// bits are for unexploredness: TL, TR, BR, BL
// If a side is shrouded then we also count the corners
var u = 0;
if (!s.IsExplored(p.X, p.Y - 1)) u |= 0x13;
if (!s.IsExplored(p.X + 1, p.Y)) u |= 0x26;
if (!s.IsExplored(p.X, p.Y + 1)) u |= 0x4C;
if (!s.IsExplored(p.X - 1, p.Y)) u |= 0x89;
if (!s.IsVisible(i, j - 1)) { v |= 1; u |= 3; }
if (!s.IsVisible(i + 1, j)) { v |= 2; u |= 6; }
if (!s.IsVisible(i, j + 1)) { v |= 4; u |= 12; }
if (!s.IsVisible(i - 1, j)) { v |= 8; u |= 9; }
var uside = u & 0x0F;
if (!s.IsExplored(p.X - 1, p.Y - 1)) u |= 0x01;
if (!s.IsExplored(p.X + 1, p.Y - 1)) u |= 0x02;
if (!s.IsExplored(p.X + 1, p.Y + 1)) u |= 0x04;
if (!s.IsExplored(p.X - 1, p.Y + 1)) u |= 0x08;
var uSides = u;
if (!s.IsVisible(i - 1, j - 1)) u |= 1;
if (!s.IsVisible(i + 1, j - 1)) u |= 2;
if (!s.IsVisible(i + 1, j + 1)) u |= 4;
if (!s.IsVisible(i - 1, j + 1)) u |= 8;
return shadowBits[SpecialShroudTiles[u ^ uSides][v]];
// RA provides a set of frames for tiles with shrouded
// corners but unshrouded edges. We want to detect this
// situation without breaking the edge -> corner enabling
// in other combinations. The XOR turns off the corner
// bits that are enabled twice, which gives the behavior
// we want here.
return useExtendedIndex ? u ^ uside : u & 0x0F;
}
void GenerateSprites(Shroud shroud)
static int ObserverShroudedEdges(CPos p, Rectangle bounds, bool useExtendedIndex)
{
var u = 0;
if (p.Y == bounds.Top) u |= 0x13;
if (p.X == bounds.Right - 1) u |= 0x26;
if (p.Y == bounds.Bottom - 1) u |= 0x4C;
if (p.X == bounds.Left) u |= 0x89;
var uside = u & 0x0F;
if (p.X == bounds.Left && p.Y == bounds.Top) u |= 0x01;
if (p.X == bounds.Right - 1 && p.Y == bounds.Top) u |= 0x02;
if (p.X == bounds.Right - 1 && p.Y == bounds.Bottom - 1) u |= 0x04;
if (p.X == bounds.Left && p.Y == bounds.Bottom - 1) u |= 0x08;
return useExtendedIndex ? u ^ uside : u & 0x0F;
}
public void WorldLoaded(World w, WorldRenderer wr)
{
// Cache the tile positions to avoid unnecessary calculations
for (var i = bounds.Left; i < bounds.Right; i++)
{
for (var j = bounds.Top; j < bounds.Bottom; j++)
{
var k = j * tileStride + i;
tiles[k].Position = new CPos(i, j);
tiles[k].ScreenPosition = wr.ScreenPosition(tiles[k].Position.CenterPosition);
}
}
if (w.LobbyInfo.GlobalSettings.Fog)
fogPalette = wr.Palette("fog");
shroudPalette = wr.Palette("shroud");
}
Sprite GetTile(int flags, int variant)
{
if (flags == 0)
return null;
if (flags == 15)
return unexploredTile;
return sprites[variant * variantStride + spriteMap[flags]];
}
void Update(Shroud shroud)
{
var hash = shroud != null ? shroud.Hash : 0;
if (shroudHash == hash)
@@ -121,95 +215,52 @@ namespace OpenRA.Mods.RA
if (shroud == null)
{
// Players with no shroud see the whole map so we only need to set the edges
var b = map.Bounds;
for (int i = b.Left; i < b.Right; i++)
for (int j = b.Top; j < b.Bottom; j++)
for (var k = 0; k < tiles.Length; k++)
{
var v = 0;
var u = 0;
if (j == b.Top) { v |= 1; u |= 3; }
if (i == b.Right - 1) { v |= 2; u |= 6; }
if (j == b.Bottom - 1) { v |= 4; u |= 12; }
if (i == b.Left) { v |= 8; u |= 9; }
var uSides = u;
if (i == b.Left && j == b.Top) u |= 1;
if (i == b.Right - 1 && j == b.Top) u |= 2;
if (i == b.Right - 1 && j == b.Bottom - 1) u |= 4;
if (i == b.Left && j == b.Bottom - 1) u |= 8;
sprites[i, j] = fogSprites[i, j] = shadowBits[SpecialShroudTiles[u ^ uSides][v]];
var shrouded = ObserverShroudedEdges(tiles[k].Position, bounds, useExtendedIndex);
tiles[k].Shroud = GetTile(shrouded, tiles[k].Variant);
tiles[k].Fog = GetTile(shrouded, tiles[k].Variant);
}
}
else
{
for (int i = map.Bounds.Left; i < map.Bounds.Right; i++)
for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
sprites[i, j] = ChooseShroud(shroud, i, j);
for (var k = 0; k < tiles.Length; k++)
{
var shrouded = ShroudedEdges(shroud, tiles[k].Position, useExtendedIndex);
var fogged = FoggedEdges(shroud, tiles[k].Position, useExtendedIndex);
for (int i = map.Bounds.Left; i < map.Bounds.Right; i++)
for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
fogSprites[i, j] = ChooseFog(shroud, i, j);
tiles[k].Shroud = GetTile(shrouded, tiles[k].Variant);
tiles[k].Fog = GetTile(fogged, tiles[k].Variant);
}
}
}
public void RenderShroud(WorldRenderer wr, Shroud shroud)
{
if (initializePalettes)
{
if (world.LobbyInfo.GlobalSettings.Fog)
fogPalette = wr.Palette("fog");
Update(shroud);
shroudPalette = world.LobbyInfo.GlobalSettings.Fog ? wr.Palette("shroud") : wr.Palette("shroudfog");
initializePalettes = false;
}
GenerateSprites(shroud);
// We draw the shroud when disabled to hide the sharp map edges
var clipRect = wr.Viewport.CellBounds;
DrawShroud(wr, clipRect, sprites, shroudPalette);
if (world.LobbyInfo.GlobalSettings.Fog)
DrawShroud(wr, clipRect, fogSprites, fogPalette);
}
void DrawShroud(WorldRenderer wr, Rectangle clip, Sprite[,] s, PaletteReference pal)
{
var clip = wr.Viewport.CellBounds;
var width = clip.Width;
for (var j = clip.Top; j < clip.Bottom; j++)
{
var starti = clip.Left;
var last = shadowBits[0x0f];
for (var i = clip.Left; i < clip.Right; i++)
var start = j * tileStride + clip.Left;
for (var k = 0; k < width; k++)
{
if ((s[i, j] == shadowBits[0x0f] && last == shadowBits[0x0f])
|| (s[i, j] == shadowBits[0] && last == shadowBits[0]))
continue;
var s = tiles[start + k].Shroud;
var f = tiles[start + k].Fog;
if (starti != i)
if (s != null)
{
// Stretch a solid black sprite over the rows above
// TODO: This doesn't make sense for isometric terrain
Game.Renderer.WorldSpriteRenderer.DrawSprite(
s[starti, j],
Game.CellSize * new float2(starti, j),
pal,
new float2(Game.CellSize * (i - starti), Game.CellSize));
starti = i + 1;
var pos = tiles[start + k].ScreenPosition - 0.5f * s.size;
Game.Renderer.WorldSpriteRenderer.DrawSprite(s, pos, shroudPalette);
}
Game.Renderer.WorldSpriteRenderer.DrawSprite(s[i, j], Game.CellSize * new float2(i, j), pal);
starti = i + 1;
last = s[i, j];
if (f != null)
{
var pos = tiles[start + k].ScreenPosition - 0.5f * f.size;
Game.Renderer.WorldSpriteRenderer.DrawSprite(f, pos, fogPalette);
}
}
// Stretch a solid black sprite over the rows to the left
// TODO: This doesn't make sense for isometric terrain
if (starti < clip.Right)
Game.Renderer.WorldSpriteRenderer.DrawSprite(s[starti, j],
Game.CellSize * new float2(starti, j), pal,
new float2(Game.CellSize * (clip.Right - starti), Game.CellSize));
}
}
}

Binary file not shown.

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@@ -273,11 +273,9 @@ World:
Type: Shroud
ShroudPalette@fog:
Name: fog
Type: Fog
ShroudPalette@combined:
Name: shroudfog
Type: Combined
Fog: true
ShroudRenderer:
Variants: typea, typeb, typec, typed
Country@gdi:
Name: GDI
Race: gdi

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@@ -360,4 +360,18 @@ resources:
bti11: bti11
Length: *
bti12: bti12
Length: *
Length: *
shroud:
typea: shadow
Start: 0
Length: 12
typeb: shadow
Start: 12
Length: 12
typec: shadow
Start: 24
Length: 12
typed: shadow
Start: 36
Length: 12

Binary file not shown.

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@@ -421,15 +421,21 @@ World:
G: 0
B: 0
A: 180
ShroudPalette@shroud:
Type: Shroud
ShroudPalette@fog:
PaletteFromR8@shroud:
Name: shroud
Filename: DATA.R8
Offset: 12007
InvertColor: true
FogPaletteFromR8@fog:
Name: fog
Type: Fog
ShroudPalette@combined:
Name: shroudfog
Type: Combined
Filename: DATA.R8
Offset: 12007
InvertColor: true
ShroudRenderer:
Variants: typea, typeb, typec, typed
Index: 11, 3, 7, 9, 6, 13, 12, 14, 4, 8, 2, 1, 5, 10
ShroudColor: 31
ShroudBlend: Multiply
Country@Atreides:
Name: Atreides
Race: atreides

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@@ -311,3 +311,25 @@ resources:
Frames: 748, 749, 750, 751, 752, 753, 754, 755, 756, 757, 760, 761, 762, 763, 764, 765, 766, 767, 768, 769, 770, 771, 772, 773, 774, 775, 776, 777, 778, 779, 780, 781, 782, 783, 784, 785, 786, 787, 788, 789, 790, 791, 792, 793, 794, 795, 796, 797, 798, 799, 300, 301, 320, 321
Length: 54
Offset: -16,-16
shroud:
typea: DATA
Start: 40
Length: 14
Offset: -16,-16
BlendMode: Multiply
typeb: DATA
Start: 56
Length: 14
Offset: -16,-16
BlendMode: Multiply
typec: DATA
Start: 72
Length: 14
Offset: -16,-16
BlendMode: Multiply
typed: DATA
Start: 88
Length: 14
Offset: -16,-16
BlendMode: Multiply

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@@ -616,11 +616,10 @@ World:
Type: Shroud
ShroudPalette@fog:
Name: fog
Type: Fog
ShroudPalette@combined:
Name: shroudfog
Type: Combined
Fog: true
ShroudRenderer:
Index: 255, 16, 32, 48, 64, 80, 96, 112, 128, 144, 160, 176, 192, 208, 224, 240, 20, 40, 56, 65, 97, 130, 148, 194, 24, 33, 66, 132, 28, 41, 67, 134, 1, 2, 4, 8, 3, 6, 12, 9, 7, 14, 13, 11, 5, 10, 15, 255
UseExtendedIndex: true
Country@0:
Name: Allies
Race: allies

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@@ -486,4 +486,8 @@ resources:
gem03: gem03
Length: *
gem04: gem04
Length: *
shroud:
shroud: shadow
Length: *

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@@ -101,11 +101,10 @@ World:
Type: Shroud
ShroudPalette@fog:
Name: fog
Type: Fog
ShroudPalette@combined:
Name: shroudfog
Type: Combined
Fog: true
ShroudRenderer:
Index: 255, 16, 32, 48, 64, 80, 96, 112, 128, 144, 160, 176, 192, 208, 224, 240, 20, 40, 56, 65, 97, 130, 148, 194, 24, 33, 66, 132, 28, 41, 67, 134, 1, 2, 4, 8, 3, 6, 12, 9, 7, 14, 13, 11, 5, 10, 15, 255
UseExtendedIndex: true
VoxelNormalsPalette@normals:
Name: normals
Type: TiberianSun

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@@ -253,4 +253,8 @@ moveflsh:
# TODO: placeholder
resources:
fake: shadow
Length: *
shroud:
shroud: shadow
Length: *