Tint (DEF)

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tint { [...] }

Define a palette used to be used on tiles.

Example:

tint { pal 1 red 127 green 127 blue 255 flags 0 }

Parameters

The brace-enclosed block may contain these instructions:

pal <palnum> The palette number the tint applies to.
red <value>, r <value>
green <value>, g <value>
blue <value>, b <value>
Specifies a color component value, in the range of 0 to 255.
flags <flags> Specifies any special processing effects to use for the tint. The value of flags may be the sum of any of these values.

Tint flags

Note: By default, the red, green and blue parameters will use the "multiply" color mode. This mode decreases the colors proportionally. A value of 255 has no effect.

Value Label Description
1 HICTINT_GRAYSCALE Convert to grayscale.
2 HICTINT_INVERT Invert colors.
4 HICTINT_COLORIZE This enables the "colorize" color mode. This mode is similar to "multiply", except the end result will make the pixels 4x brighter. A value of 64 has no effect.
8 HICTINT_USEONART Applies the tint instead of lookup palette on 8-bit tile.
16 HICTINT_APPLYOVERPALSWAP
32 HICTINT_APPLYOVERALTPAL
64 HICTINT_BLEND_SCREEN This enables the "screen" color mode. This mode increases the colors proportionally. A value of zero has no effect.
128 HICTINT_BLEND_OVERLAY Enables the "overlay" color mode. This mode increases or decreases the colors of the pixels from the middle. A value of 128 has no effect.
64 + 128 HICTINT_BLEND_HARDLIGHT Same as overlay, but changes the priority between texture or color during the calculation.
256 HICTINT_ALWAYSUSEART Force 8-bit texture to be displayed even if a hightile was defined.
512 HICTINT_NOFOGSHADE Force an even visibility on the texture. Can be set for all palettes with GLOBAL_NO_GL_FOGSHADE on globalflags.