grom: "this red looks nice in the burning steps but terrible in Ironforge in
contrast to the lava pouring from the forge [...] still keep the kinda colouring
and tone of a per zone lava".
Measured first, because the render looked wrong and was not: the shipped
XTextures\lava frames really are that saturated -- mean RGB (176, 23, 0) on
frame 1, maxima (255, 134, 0) -- and over the Great Forge pool we draw
(202, 23, 0), the extra being the interior ambient. Nothing is broken. Outdoors
the zone's own fog carries the sheet, which is why Burning Steppes reads well;
a city interior has no haze, so the same frames land as a flat slab against
brown rock, beside a near-white molten pour.
So: one tint multiply on the magma body, before fog and before the emissive
boost so a tinted pool glows its own colour. Keyed on MOHD.wmoID -- the
WMOAreaTable key, a building rather than a box of world coordinates -- so ADT
magma never reaches it and the Steppes are untouched, which a re-capture
confirms pixel for pixel. Ironforge (208) takes red x0.82, green x1.6: deeper
and crustier, and the pour becomes the brightest thing in the room. Measured
over `ironforge-lava`, (202, 23, 0) -> (160, 36, 0).
The palette is art, not a setting: always on, no CVar, nothing hidden.
`MagmaTone::for_wmo`'s 208 is pinned against the shipped root, since a constant
like that would otherwise rot in silence.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn