color bugs
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color bugs
i am having problems with color here, when you walk away from something purple it comes out grey, is there a way i can stop this?
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- TheDarkArchon
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- Cutmanmike
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Dunno, but I'm pretty sure it's there on the original Wolfenstein sprites too.cutmanmike wrote:Why ID WHY!!
Yeah, it's lighting. I'm not sure exactly how it works, but I think what basically happens is that colours are mapped to other colours in the palette depending on how visible they are. So, in a dull room, as you walk away from a coloured wall, it gets displayed using progressively darker colours from the palette. I'm pretty sure that's one of the main functions of the colormap lump - it maps colours to other palette indices for different lighting/visibility conditions. Whether Zdoom actually still uses the colormap for that I'm not sure - I know some of the colormap functions are now done on the fly by Zdoom.Arcane wrote:It's STILL not a problem.
It's LIGHTING.
Light-Amp gets rid of this, and so do bright lights. So I'm assuming it's lighting.
Anyway, with a colour like purple, where there are very few purple colours in the palette, as you move away from the wall (or whatever) it has to be mapped to something else to make it appear darker. If there is no suitable darker purple, it will be mapped to another colour that gives the closest possible match from the colours available in the Doom palette.
As has been said, this is not an issue with opengl because the port is no longer restricted to only the Doom palette colours.
Another good example of limited colour mapping is to set a room to have a pale-ish blue lighting effect, then go and view it in Zdoom versus ZdoomGL. In Zdoom, loads of things will appear grey with occasional patches of too bright blue. In ZdoomGL it will all appear a nice blue colour.
- Killo Zapit
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