Timothy the Knight
Sergeant Knight at Arms
Yeah, that could present problems. But I think I've got a good answer.
We'd just have a single texture file that would be in use for every banner. This file would contain blank banners of different colours stacked on top of each other. Those who are familiar with image editing software call these layers. Each charge would apply layer masks to the banner layers to create the shapes and colours of the final banner. Each separate banner would just have different layer mask information, which is a lot more resource efficient. A banner would really only consist of a string of code telling the game what to display and where.
Of course, I'm not exactly an expert in these matters. But if image editing software can pull this sort of thing off, it should be applicable to a game's texture files, right? Correct me if I'm wrong here.
We'd just have a single texture file that would be in use for every banner. This file would contain blank banners of different colours stacked on top of each other. Those who are familiar with image editing software call these layers. Each charge would apply layer masks to the banner layers to create the shapes and colours of the final banner. Each separate banner would just have different layer mask information, which is a lot more resource efficient. A banner would really only consist of a string of code telling the game what to display and where.
Of course, I'm not exactly an expert in these matters. But if image editing software can pull this sort of thing off, it should be applicable to a game's texture files, right? Correct me if I'm wrong here.