I looked back at my
composite formula and the hue/saturation calcs seem to be wrong. It works ok for Stratagem's shiny but for the normal, somehow the
outline of the rocks turn red when I lower the sat value. My code was based off
this so I've no idea why it's not working (maybe I should used RGB to HSL and not HSV??) Anyhow, I ended up with a hack that goes like this- get the fill color, calc the luminance (0.3r+0.59g+0.11b), average it with the fill color's RGB then half it. For example if a rock pixel is #d79760 its outline will become #5f4f41, which is a darker / less saturated brown. That seems to work so far but will keep testing.
In layman terms, I wrote a wall of code just to fix something only DJTHED will notice. XD Oh well
Changelog:
- adjusted the light angle for the head
- reverted the brightness and lowered the saturation of the outlines
- re-did the texture for the back of the head
- auto detection & removal of isolated pixels, like at the tip of the claws
- [BETA] implemented 2D tracking for the eye specular (so they don't flicker as much)
- added shiny textures!