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Whenever you're in shaded areas, I see the colors as being kinda grey and washed out. it doesn't look particularly good. Especially compared with eduke32 polymost or polymer. Is this something that can be fixed?
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bulldog0890: Whenever you're in shaded areas, I see the colors as being kinda grey and washed out. it doesn't look particularly good. Especially compared with eduke32 polymost or polymer. Is this something that can be fixed?
Have you tried one of the different rendering options B:FS has? DX12, Vulcan, etc.
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bulldog0890: Whenever you're in shaded areas, I see the colors as being kinda grey and washed out. it doesn't look particularly good. Especially compared with eduke32 polymost or polymer. Is this something that can be fixed?
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DustyStyx: Have you tried one of the different rendering options B:FS has? DX12, Vulcan, etc.
yeah its all the same

this problem doesn't exist in bloodgdx as far as i can tell though. it does on nblood as well
Post edited June 10, 2020 by bulldog0890
Short answer: it's deliberate, it's to emulate the visuals of the original game.


Long answer: When Blood was originally made home computers didn't have GPUs. Instead all rendering took place on CPU. For shading, the game has a table of 256x64 entries (the number of colors and the number of shade levels) where the resulting value is stored.

You can't turn this off in Fresh Supply. It can be turned off in NBlood by typing r_usetileshades 0 in the console. As you say BloodGDX doesn't have it at all.
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phredreeke: Short answer: it's deliberate, it's to emulate the visuals of the original game.

Long answer: When Blood was originally made home computers didn't have GPUs. Instead all rendering took place on CPU. For shading, the game has a table of 256x64 entries (the number of colors and the number of shade levels) where the resulting value is stored.

You can't turn this off in Fresh Supply. It can be turned off in NBlood by typing r_usetileshades 0 in the console. As you say BloodGDX doesn't have it at all.
Thanks phredreeke, I wasn't aware of the fine details behind pallet emulation.