Ah I think this explained a lot of questions I logged in to ask right now lol
The way it is it's two transparent layers on top of each other, something which makes getting exact colors/color tones a kind of nightmare
Would there be any technical difficulties in changing the code so that it scales up from a 256x256 texture instead (max in one direction and according to "grid settings #=256" in the other)? I'm thinking if one did that and used transparent areas in those one could get the sharpness as well as real colours (what you see in the texture is what you see on the grid)? The way it is now what ever color you use for the grid line will me washed out 50% by the grid tiles and vice versa...
Maybe that isn't the solution, anyone have any ideas of how one could get both sharpness as well as retaining true colors? It would also be nice with a solution that doesn't remove the possiblity of anything but grid lines if one wants sharpness.
Maybe a way to do this would be to only draw the gridline textures at certain intervals and to only stretch them in their lenght direction (the texture files would then be all one colour). If one in addition do this on top of the floor.png texture one would possibly get both sharpness and detailed textures (if done in this fashion the floor.png texture should not include any grid lines).
Hmm that doesn't seem ideal either... on second thought I think my first suggestion would be the real problemsolver *wonders if anyone understands what I'm discussing*
Anyway if anyone else is struggeling with this stuff I recommend setting
moviepack_floor_red .4
moviepack_floor_green .4
moviepack_floor_blue .4
in the settings.cfg in the moviepack folder, it's not 100% correct (it can never be) so try around for whatever grid colors you are using.