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saturation
I would like to see a new variable added to the color values(red, green, blue, alpha).
Which would be saturation. A saturation of 1 would be fully saturated -- normal color. 0 would be unsaturated -- grey. This could be applied to gani's, showimgs, tile layers... and the effects would be great. |
By using a low value for red, green, or blue, you're pretty much in control of the saturation level. rgb and alpha are all you really need to make any color, and make it transparent if you need to.
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Not really. Lowering the values of RGB simply make it darker, not less saturated.
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If you reduce the saturation, all it will do is change the rgb values
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No it won't. RGB values go from 0 - 1. Black to white.
Saturation will run from 0 - 1... grey to color. They are two completely separate things. |
Why don't you go ahead and use a color meter or something on your computer, as well as photoshop.
http://img227.imageshack.us/img227/9639/picture2ax6.png Now, let's change that saturation: http://img91.imageshack.us/img91/690/picture3ly1.png And what do we have? http://img227.imageshack.us/img227/4391/picture4px5.png ;) |
Heh, I know my colors.
The problem is this doesn't work like that in Graal. For example, if I turn my player's RGB to all 0's, the player will be black. If I set it all to .5, the player will be dark. Now if I take a screenshot of my player and put it in Photoshop and lower the saturation to 0, the player will be grey. That is what I'm looking for. |
I thought graal worked on a percent system, basing 1 as what would be 255, and .5 as half that, etc. I was under the impression that it was real rgb
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It does work like that. But when you're working with a sprite that has many different colors, just downing the RGB doesn't really help.
This would be more of a desaturation filter than a color value, but I think it would be really useful. Open up Graal and try to make your player greyscaled using the RGB values in Graal. |
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Eh, well either way Graal RGB just tends to go from black to white... no saturation or anything.
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So if it's not a percentage of rgb, what is it?
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It is percentage of RGB, but it's relative, not absolute... but the problem is if I change the RGB of my player, which has multiple colors, it just darkens him.
It's hard to explain, though. It's really just something you have to play with. |
I can confirm that setting the colour values for images or ganis will simply make them darker. Polygons can obviously be grey. This is about images, not individual pixels: making the former grey is going to be trickier.
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Hue, saturation, and brightness are just different ways of measuring red, green, and blue.
In scripting, the colors you can change are relative to the image's colors. A value for 255 for red, green, and blue will result in the image looking correctly. Have you tried changing the drawing mode if available? player.mode - integer - the image drawing mode (0 - add, 1 - transparent, 2 - subtract, 3 - daynight) I do understand what you're talking about. |
Ya, none of those modes will do this, in fact, all modes simply change the way alpha is drawn.
Regardless, you simply can't compare Graal's RGB to standard color theory because in photoshop and such you're simply getting the color value of a single pixel. You're never working with the value of multiple colors like Graal does. Graal just handles it differently. There really is no work around for this unless Stefan adds a saturation value. |
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