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compose map icons like the game #173

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zao
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@zao zao commented Apr 5, 2024

Abstract

Implemented map item tinting and composition like the game does with accurate coefficients.

Action Taken

With the introduction of five new purple T17 maps in 3.24 the old approximation of how maps were composed from a base plate and a colorized sigil was insufficient.

This change implements the relevant parts of the game UI shader for tinting UI elements like the map items, ignoring parts that are not used for these assets like saturation (always 1.0) and colour scaling (also always 1.0). For reference, see PShad in Draw2D.hlsl.

The colour tint for the four different tier groups is obtained from the game renderer for maximum correctness.

This also updates the defunct atlas_icons export to tint the sigils in the same way.

Caveats

The generated table spec has new fields from a local copy of a pending PR to dat-schema to add a new Purple_DDSFile column to MapSeries.

FAO

n/a

zao added 2 commits April 5, 2024 02:17
With the introduction of five new purple T17 maps in 3.24 the old
approximation of how maps were composed from a base plate and a
colorized sigil was insufficient.

This change implements the relevant parts of the game UI shader for
tinting UI elements like the map items, ignoring parts that are not
used for these assets like saturation (always 1.0) and colour scaling
(also always 1.0). For reference, see `PShad` in `Draw2D.hlsl`.

The colour tint for the four different tier groups is obtained from the
game renderer for maximum correctness.

This also updates the defunct `atlas_icons` export to tint the sigils in
the same way.
@lvlvllvlvllvlvl lvlvllvlvllvlvl merged commit 2c82bf2 into Project-Path-of-Exile-Wiki:dev Apr 7, 2024
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2 participants