06-25-2023, 01:46 AM
Hrm... So now I have a fun (not) issue with the Layered Spritesheet tool. Everything I currently have is functional, but with a feature that needs to be addressed. And that feature is that certain layers need to be connected when it comes to chromatic alterations.
In other words... If I change the hue or color of the character's body, things like overlaid faces, ears or tails should also be immediately affected by the same change. Likewise, hair-based layers would have their own links as it were.
I did this when I created CharGen Ex. However, that tool had all the paths hardcoded. Layered Spritesheet however has all the base resource pathways defined within the INI, so this has to be a scripted system. And each time any chromatic change is made to one of the resources, Layered Spritesheet will need to check a 'list' of links. And if a list is detected... it runs the changes upon all other resources defined.
Fun Fun Fun.
Now I have sped up the processing of the bitmap color balance system, if but on a minor scale. However, it still carries with it some issues. As stated, it takes some time to change a bitmap to a desired color with the scripted color balance system. Once a bitmap has been changed, things are good. But if you switch from one graphic to another while the color balance is set, it will take time to update the replaced graphic. And if you are loading a WIP file that has color balance settings, it will take time to update the graphics even then. And this amount of time is unfortunately increased for each bitmap graphics adjusted.
Obviously, hue shifting takes less time. Though it is less accurate or detailed, even if it is much faster.
Oh, I may allow hue adjust to function the same as the color balance system, permitting three layers per graphic resources. A nuisance, but not impossible.
In other words... If I change the hue or color of the character's body, things like overlaid faces, ears or tails should also be immediately affected by the same change. Likewise, hair-based layers would have their own links as it were.
I did this when I created CharGen Ex. However, that tool had all the paths hardcoded. Layered Spritesheet however has all the base resource pathways defined within the INI, so this has to be a scripted system. And each time any chromatic change is made to one of the resources, Layered Spritesheet will need to check a 'list' of links. And if a list is detected... it runs the changes upon all other resources defined.
Fun Fun Fun.
Now I have sped up the processing of the bitmap color balance system, if but on a minor scale. However, it still carries with it some issues. As stated, it takes some time to change a bitmap to a desired color with the scripted color balance system. Once a bitmap has been changed, things are good. But if you switch from one graphic to another while the color balance is set, it will take time to update the replaced graphic. And if you are loading a WIP file that has color balance settings, it will take time to update the graphics even then. And this amount of time is unfortunately increased for each bitmap graphics adjusted.
Obviously, hue shifting takes less time. Though it is less accurate or detailed, even if it is much faster.
Oh, I may allow hue adjust to function the same as the color balance system, permitting three layers per graphic resources. A nuisance, but not impossible.