4sheetzngeegles
Hunter
@Riamus Gave me this idea when I read a post about new paints.
I combined it with Joel's response Paraphrased: There is a limit to textures available for every 1 thing added
something has to be removed.
One thing that was in game prior, and one that is still used, if combined "may possibly allow for more variety"
While simultaneously lowering paint textures, and having the excess be reallocated to another area, like biomes
maybe. Just an errant thought.
The thing that was in game was the full working Light enabler that allowed you to change the color of lights manually.
The thing that is still in the game is the Gradient that is used for the different lighting tones. It is 1 texture that can represent
the full color spectrum, and grayscale simultaneously. Here is the example of which I speak.

My thought regarding this is the small size of the gradient because of the dimensions, approx 50 kilobyte.
@faatal answered a question for me regarding dying the weapons and armor. Again paraphrasing: by using
masks.
I often go to Photoshop pick a color from the pallet and plug it in to xml to change the dye color for my weapons.
If the textured textures meaning woodgrains, metals grains, etc. Were Black and transparent, but would show up as black and
white like what happens with PNG format. Then if a pointer were added to the paint selector, and added to what ever seamless
texture is chosen. It would simply plug in the hex value and render that color. Hypothetically being able to render 16Million color,
plus BW grayscale using minimum texture resources. So say there were 20 plus raw color textures, instead you would use 1to cover
the spectrum. Using variable grade transparency on the default image would allow for grain and depth.
To see the possibility simply log into a demo map, and turn the speed up to 400 to see the light change, same principle, and it would free
up textures that may be useful elsewhere like terrain or biome, or clouds etc. The following is an example used for 24hour sunlight.

15kilobyte.
Alternate thought is that it can be used to vary fog color, or the dust particles.
I combined it with Joel's response Paraphrased: There is a limit to textures available for every 1 thing added
something has to be removed.
One thing that was in game prior, and one that is still used, if combined "may possibly allow for more variety"
While simultaneously lowering paint textures, and having the excess be reallocated to another area, like biomes
maybe. Just an errant thought.
The thing that was in game was the full working Light enabler that allowed you to change the color of lights manually.
The thing that is still in the game is the Gradient that is used for the different lighting tones. It is 1 texture that can represent
the full color spectrum, and grayscale simultaneously. Here is the example of which I speak.
My thought regarding this is the small size of the gradient because of the dimensions, approx 50 kilobyte.
@faatal answered a question for me regarding dying the weapons and armor. Again paraphrasing: by using
masks.
I often go to Photoshop pick a color from the pallet and plug it in to xml to change the dye color for my weapons.
If the textured textures meaning woodgrains, metals grains, etc. Were Black and transparent, but would show up as black and
white like what happens with PNG format. Then if a pointer were added to the paint selector, and added to what ever seamless
texture is chosen. It would simply plug in the hex value and render that color. Hypothetically being able to render 16Million color,
plus BW grayscale using minimum texture resources. So say there were 20 plus raw color textures, instead you would use 1to cover
the spectrum. Using variable grade transparency on the default image would allow for grain and depth.
To see the possibility simply log into a demo map, and turn the speed up to 400 to see the light change, same principle, and it would free
up textures that may be useful elsewhere like terrain or biome, or clouds etc. The following is an example used for 24hour sunlight.
15kilobyte.
Alternate thought is that it can be used to vary fog color, or the dust particles.
