Closed leMaik closed 11 months ago
These should be the text colors: | Color | ARGB |
---|---|---|
WHITE | 0xFFFFFFFF | |
ORANGE | 0xFFFF681F | |
MAGENTA | 0xFFFF00FF | |
LIGHT_BLUE | 0xFF9AC0CD | |
YELLOW | 0xFFFFFF00 | |
LIME | 0xFFBFFF00 | |
PINK | 0xFFFF69B4 | |
GRAY | 0xFF808080 | |
LIGHT_GRAY | 0xFFD3D3D3 | |
CYAN | 0xFF00FFFF | |
PURPLE | 0xFFA020F0 | |
BLUE | 0xFF0000FF | |
BROWN | 0xFF8B4513 | |
GREEN | 0xFF00FF00 | |
RED | 0xFFFF0000 | |
BLACK | 0xFF000000 |
The text of white dyed signs is light gray in game. Do we need to multiply all of them by some factor if the sign doesn't glow?
Yes, it looks like each channel is multiplied by 0.4
if the sign isn't glowing.
Note to self: The outline on glowing signs is 0.4 * dye color.
This PR adds dyed signs. Dyes can be different on the front and back side of a sign.
Note that the 16 dye colors are different from the usual sign text colors (except for black). This means that we can't use the existing 4-bit palette for the dye color. In order to not have to add more bits to the palette, I made it so that if the palette contains a
1
but the text mask is0
, the sign texture treats the pixel as dye color, which requires only 32 or 64 bits (ie. an enum value) per sign texture.I extracted the colors via screenshots from dyed signs. They may be incorrect.
Closes #1625 and related to #789.