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replace poor-quality colour push with dithering
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mattkimber committed May 29, 2024
1 parent ca4ce3b commit b8dea16
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10 changes: 5 additions & 5 deletions README.md
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Expand Up @@ -226,11 +226,11 @@ Sometimes objects will be rendered with insufficient variety within a region of
colour. You can increase the variety (at the cost of noisier sprites and
inconsistencies between angles) by configuring the following:

* `max_colour_push` (`0`-`8`): how many palette indexes a colour can be moved by
in either direction. (Colours will always stay within
their palette range). Higher values give more variety
but increase noise and artifacts. 1 or 2 tends to produce
the most "TTD-like" results.
* `dither_flat_areas` (`true`/`false`): apply extra dithering to areas of contiguous
identical colour. This will dither light/dark
sections within a single area of colour to make
the object appear more detailed, at the cost of
being somewhat noisier.
* `fosterise` (`true`/`false`): a distinctive feature of most original TTD sprites is
the line of darker pixels at the lower and left edges
each region of colour. Set this parameter to emulate
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2 changes: 1 addition & 1 deletion internal/manifest/manifest.go
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Expand Up @@ -60,7 +60,7 @@ type Manifest struct {
Falloff float64 `json:"falloff_adjustment"`
RecoveredVoxelSuppression float64 `json:"recovered_voxel_suppression"`
Joggle float64 `json:"joggle"`
MaxPush int `json:"max_colour_push"`
DitherFlatAreas bool `json:"dither_flat_areas"`
Fosterise bool `json:"fosterise"`
NoEdgeFosterisation bool `json:"suppress_edge_fosterisation"`
SoftShadow bool `json:"soft_shadow"`
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