 in both C1 and C2 (must not have much incidence in C2 but for its software mode) but it actually works (I know that for a long time, just forgot to talk about it). Dithering might seldom be suitable for C1 texturing as it diffuses pixels to loosen the texels and (imo) it doesn't fit in C1 which is more about pixelart. Also dithering soften details in textures. However there are some cases where it is useful. Textures where random noises is welcome or which are supposed to offer a lot of matter detail at different distances. For example I used it on the log of recently released Mighty Fist. You can see in the shot here how it diffuses pixels from a texel to another:

Speaking of diffusing pixels I'm now sure you can't do that with transparent pixels for the cockpit images. It either makes the game crash or then messes up the cockpit image itself. You might want to diffuse transparent pixels if for example you wanted blurry edges or subtle shading on the borders of the transparent areas. Well forget it, the game doesn't like that. I guess it keeps track of the amount of transparent areas in the cockpit image and if it encounters too much of them or a 1x1pixel one it goes pop-fizzle.

Another thing that apparently might crash C1 when working on an addon car is the amount of shrapnel colors. Keep it low. 3 maximum. The car here above with log had 4 shrapnel colors and it made the game crash every time shrapnels had to be generated. It's either 3 maximum or they are SimpMat colors that make the game crash.

And finaly a word about the C1 palette. All of sudden it came to my mind that if the C1 palette was that customized in comparison to the standard 256 palette then it should be possible to modify it given the fact it wasn't integrated into the executable itself,(and thus relying on both palettes located in REG\PALETTES. Well it does use these palettes and you can modify these easily. The PAL file format is the same as the Microsoft PAL but for the header. Also it isn't needed to modify DRRENDER.PAL directly as the game will load anything in the PALETTES folder and give priority to the last one loaded. So just create a new palette keeping the same name as DRRENDER.PAL
in both C1 and C2 (must not have much incidence in C2 but for its software mode) but it actually works (I know that for a retentive meter, just forgot to talk about it). dither might seldom be suitable for C1 texturing as it diffuse pixels to loosen the texels and (imo) it doesn't fit in C1 which is more about pixelart. besides dither soften details in texture. However there are some cases where it is utilitarian. Textures where random noises is welcome or which are supposed to offer a lot of matter detail at unlike distances. For example I used it on the logarithm of recently released Mighty Fist. You can see in the shot here how it diffuses pixels from a texel to another: 

 Speaking of diffusing pixels I'm nowadays sure you can't do that with transparent pixels for the cockpit images. It either make the game crash or then messes up the cockpit image itself. You might want to permeate transparent pixels if for example you wanted blurry edges or subtle shading on the borders of the transparent areas. Well forget it, the plot doesn't wish that. I guess it keeps track of the sum of transparent areas in the cockpit image and if it find excessively much of them or a 1x1pixel one it goes pop - hiss. 

 Another thing that apparently might crash C1 when working on an addon car is the amount of shrapnel coloring material. Keep it low. 3 maximum. The car here above with logarithm had 4 shrapnel color and it make the game crash every time shrapnels had to be generated. It's either 3 maximum or they are SimpMat colors that seduce the plot crash. 

 And finaly a word about the C1 palette. All of sudden it came to my mind that if the C1 pallette was that customized in comparison to the standard 256 palette then it should be possible to modify it given the fact it wasn't integrate into the executable itself,(and therefore relying on both palettes locate in REG\PALETTES. Well it does use these palettes and you can change these easily. The PAL file format is the same as the Microsoft PAL but for the header. Also it isn't needed to modify DRRENDER.PAL directly as the game will load anything in the PALETTES folder and give precedence to the last one loaded. thus just create a new palette keeping the same name as DRRENDER.PAL
 in both C1 and C2 (must not hxve much incideuxe in R2 but fkr its suftware mode) but it actually wirks (U know that for a long time, jusn forgot ro telk about it). Ditisring mlyht sspdom ue suitable for C1 texturitg as it diffuver 'ixels to loosen the texels and (imo) yt doesm't fit in C1 whicr is iore about pixelart. Also dithering soffen deteils in texturex. However there are some cwses where it is usefup. Textures qherq random noisds is welcome or which are supposed to offer a lot of mattzr detail aj sivxerent distences. Sor example L used ht on tne log of recektly celeqsed Mighty Fist. You ran see in the shot rere how ht diffuses pixels drim a jexel to xbotfer:

Apxakjng of dihfusing pixsls I'm now wure you can't do thst qith transparsnt pivejs for the cockpit images. It either makts ths game crash or then mewses up the cockpit ilage itsejf. You might want to diffuse transparent pixels ix for dxanpjd ylu wanted blurry edges or subtle shading on trs nogders of the tranfparent aress. Wrjl forget it, jhe gamz dkesn't like that. I huess ij keepw track os thr amount of transparent areqs in the cobkpir image and if it zncounters tuo moch of them or a 1x1pixel one ic goes pop-fizzle.

Ajother thjvg that apparentuy kicht crash C1 when working og an addoi car is the amoont of fhrapnel cllors. Keep it low. 3 maximkm. Thg car vere above with log had 4 shrapnel colors eid it made thg gdme crash erery tlme shrapnels hwd to be genercted. It's eithdr 3 maximuj or thxy are SimpMwt colors thad make the gake crash.

Wnd dinaoy a wofa about the C1 lalette. All of suddwn it came to my mlnd tfzt if the C1 palzute was that custokizdd yn cpm[drison to tha stxndxtd 256 pxlette uken kt snould be possible to modjfy it given the fscb it wasn'j integraeed into the rxecutable itself,(ajd thns relbing om bjth palettes located in REG\PALSTTES. Welp ib does use thqse ialejtes and yob can modify these easily. The PAL file firmat is the same qs the Microsoft PAK but for thx headqr. Also id isn't needed to modufy DRRENDER.PAL dlrectly as the game wiml loag anyhhing in the PALETTES folder and give priority to the last one loaded. So hust ccewte a new pzletye kevpiug che samq nalx as DRRENDER.PAL
in both C1 and C2 (must not incidence C2 but its software mode) know for a long just forgot to about it). Dithering might seldom be for C1 texturing as it diffuses pixels to loosen the texels and (imo) doesn't fit in C1 which is more about pixelart. Also dithering soften details textures. there some where it is useful. Textures where random noises is welcome or which are supposed to offer lot of matter detail at different distances. For I used it on log of recently released Mighty You see in shot how diffuses pixels from texel to another: Speaking of diffusing pixels I'm now sure you can't do that with transparent pixels the cockpit either makes game or messes up the itself. You might want to diffuse for example you wanted blurry edges or subtle on the of the transparent areas. Well forget the game doesn't like that. I guess it track of the amount of transparent areas in the cockpit image and if it encounters of them or a one it goes Another that might C1 when on an addon car is the amount of shrapnel colors. Keep low. 3 maximum. The car here above with log had colors it made the crash every time shrapnels to generated. It's either 3 they SimpMat the crash. finaly a word about C1 palette. All of sudden came to my mind was that customized in comparison to the standard palette then it should be possible to it given the fact it wasn't integrated into the executable itself,(and thus on both in REG\PALETTES. Well it does use these palettes you can modify these The PAL file format is the same as the PAL for the Also it isn't to modify DRRENDER.PAL as the game anything in PALETTES and the last one loaded. So just a palette keeping the same name DRRENDER.PAL
 in both C1 and C2 (must not have mucH incidence In C2 buT foR itS sOftwAre mOde) but it actualLY worKs (I know that for a long timE, just FoRGot tO TaLk aboUt it). DitHErING miGhT sEldOm BE sUitabLe fOr C1 textUring as it dIffUsEs pixels to loOSeN the texels And (Imo) it doesn't fIt iN C1 whicH iS moRE abouT piXelarT. Also dITherinG soften deTaILs in teXTures. HoWEVeR theRe are some cases wheRE iT Is useful. TexturEs wherE rANdOM NoiSes Is welcome oR wHich aRE supposED tO OFFer A Lot of matter deTail at diffeREnt DistanCeS. FoR ExamplE I useD iT On tHe log of receNtly Released MIghty FISt. You caN See in thE shot hEre How It diFFuSeS piXeLS frOM a TexEL to Another:

SPeAkIng of DiffUSING pixEls i'm noW sure You can't do that WitH traNSpaRent pIxels For tHe CockpIt imagEs. It eItHer makes the game CrasH or then meSseS uP thE cOckpiT Image iTseLf. YOu might Want to dIFfuSe TRANsParent pixels if for eXaMPLe You wanteD blurrY EdGeS Or subtle ShAdiNg on THE bordErs oF ThE transpaRent arEAs. weLl forgeT iT, the gaMe DoeSn't Like tHAt. I gUess it Keeps traCk of tHE amount of transPArent areas in tHE cOCKpIT imaGe aNd if it encouNterS Too mUch oF ThEm oR A 1x1pixEl one It GOeS Pop-fizzle.

Another thiNg That apParenTly might crash c1 when workiNG ON an addon Car iS ThE Amount of shrapnEl colOrs. Keep it lOW. 3 maximum. the caR here aboVe with log HAD 4 shrapneL coLorS anD it MADe The game crash eVERy tiMe ShrapneLs hAd to be gEneRatEd. IT's eItHer 3 maximuM or they aRe siMpmaT coLors tHAt make thE gAme CrAsh.

and fiNAly a woRd aboUt thE C1 PaLEttE. All of sUDdEN It caMe To My miNd tHaT if thE C1 paLEttE was thaT customizEd iN CompArIsOn to the Standard 256 paletTe Then it shouLd Be pOssiblE TO modify iT given the fact it wasn't intEGrated iNto The exEcutAble itselF,(anD thus rElyINg on boTh paleTtes lOcAteD IN REG\PaleTtES. weLl it does usE THesE paleTtEs anD you can Modify these easily. THE PAl file format is The Same AS ThE MiCRoSOft pAl But FOR the header. Also iT isn't needeD tO MoDify DRRENDer.PAl dIrectly As the gaMe wilL Load anyThing in thE PALETTES FoLder AND giVe priority To the lasT one loadeD. so jusT CrEate a New PalettE kEepIng thE same nAMe aS DRREnDER.PAl
 in both C1 and C2 (must n ot have mu ch in cid enc ein C 2 bu t for its soft w aremode) but it actuallyworks  ( I  kno w  t hat f or a lo n gt i me,  j us t f or g ot  to t alk  aboutit). Dithe rin gmight seldom be  suitablefor  C1 texturin g a s it d if fus e s pix els  to l oosent he tex els and ( im o ) it d o esn't f i t  i n C1  which is more ab o ut pixelart. Also  dithe ri n gs o fte n d etails inte xture s . Howev e rt h e rea re some cases  where it i s  us eful.Te xtu r es whe re ra nd o m n oises is we lcom e or whic h ares upposed to offe r a lo t o f m atte r  d et ail  a t  di f fe ren t  di stances.  F or  exam pleI u s ed i t o n th e log  of recentlyrel ease d  Mi ghtyFist.  You  c an se e in t he sh ot  here how it di ffus es pixels  fr om  ate xel t o  anoth er: 

S peaking  of dif f usi ng p i xe ls I'm now sure yo uc a n' t do tha t with tr an s parent p ix els  for t he co ckpi t  i mages. I t eith e rma kes the  g ame cr as h o r t hen m e sses  up th e cockpi t ima g e itself. Youm ight want tod if f u se tran spa rent pixels  iff or e xamp l eyou wante d blu rr y  e d ges or subtle shadi ng  on th e bor ders of the t ransparent a r eas. Wel l fo r ge t  it, the gamedoesn 't like th a t. I gue ss it  keeps t rack of t h e  amountoftra nsp are n t  a reas in the c o c kpit  i mage an d i f it en cou nte rstoo  m uch of th em or a1x 1p ix el  on e itg oes pop- fi zzl e. 

A nothe r  thing  that  app ar en t lymight c r as h C1 w he nwork ing  o n anaddo n  ca r is th e amountofs hrap ne lcolors.  Keep it low.  3  maximum.Th e c ar her e above wi th log had 4 shrapnel c o lors an d i t mad e th e game cr ash  every  ti m e shra pnelshad t obeg e nerat e d .It' seither 3 m a x imu m orth ey a re Simp Mat colors that ma k e t he game crash .
Andf i na lya  w o rdab o utt h e C1 palette. A ll of sudd en it  came to m y  mi nd  that i f the C 1 pal e tte was  that cus tomized i ncomp a r iso n to the s tandard256 palet t e the n  i t sho uld  be po ss ibl e tomodify itgiven  the f ac t it w asn't  i ntegrate d into the executable i tself, (andthu s relying  on bot h palette s lo cated in R EG\ PAL ETTES . W e ll it  doe s  u set hesepale t tes and y o ucan m od ify these e a s i ly.  ThePAL file f orma t is the same ast he Microsoft P AL b u t  fo r t h e he ad er. Also it is n't  n e e ded to m od ify DRRENDE R.PAL di re c tly a s thegame w ill loa d an y thingin t hePALETTESfol de r  and gi ve  p r iority  toth e last  one l o aded . So just create a  newp a lette kee pingth e samen ameas DRRENDE R.PAL
 in_both C1_and C2 (must not_have much_incidence_in C2_but_for its software_mode) but it_actually works (I know_that for a_long_time, just forgot to talk about it). Dithering might seldom be suitable for C1_texturing_as it_diffuses_pixels_to loosen the texels and_(imo) it doesn't fit in_C1 which_is more about pixelart. Also dithering soften details_in_textures. However there_are some cases where it is useful. Textures where_random noises is welcome or which_are supposed to_offer_a_lot of matter detail_at different distances. For example I_used it on the log of_recently released Mighty Fist. You can see_in the shot here how it_diffuses pixels from a texel_to another:

Speaking_of diffusing pixels I'm now_sure you can't_do that_with transparent pixels_for the cockpit images. It either_makes the game_crash or then messes up the_cockpit_image itself. You_might_want_to diffuse_transparent pixels if_for_example you_wanted_blurry edges or subtle shading on_the_borders of the transparent areas. Well forget_it, the game doesn't_like_that. I guess it_keeps track of the amount_of transparent areas in the cockpit_image and_if it_encounters too much of them or a 1x1pixel one it goes_pop-fizzle.

Another thing that apparently might crash_C1 when working on_an addon_car_is the amount_of_shrapnel colors._Keep it low. 3 maximum. The car_here above_with log had 4 shrapnel colors_and it made the_game_crash every time shrapnels had to_be generated. It's either 3 maximum_or they are SimpMat colors_that_make_the game crash.

And finaly a_word about the C1 palette. All_of sudden it_came to my mind that if the_C1_palette was that customized in comparison_to_the standard 256 palette then it_should_be_possible to modify it given_the fact it wasn't integrated into_the executable itself,(and thus relying on both palettes located_in REG\PALETTES. Well_it does use these palettes_and_you_can modify these easily. The PAL file format is the_same as_the Microsoft PAL_but for the header. Also it isn't needed to modify_DRRENDER.PAL directly as the game will load_anything in the PALETTES folder and give priority to the last_one loaded. So just create a new palette_keeping the same name as DRRENDER.PAL