Fonts getting palette raped

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oODemonologistOo
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Fonts getting palette raped

Post by oODemonologistOo »

Hello, how do I prevent the fonts I use in drawnumber from being palette raped? Here's a pk3 I just made to test: https://www.dropbox.com/s/wc5n5tueibr7nli/test.pk3 The red colored numbers look really weird on the hud.
Last edited by oODemonologistOo on Sat Jun 22, 2013 4:01 pm, edited 1 time in total.
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oODemonologistOo
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Re: SBARINFO drawnumber issue

Post by oODemonologistOo »

Anyone has any ideas?
Blue Shadow
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Re: SBARINFO drawnumber issue

Post by Blue Shadow »

I'm probably wrong, but I think the engine "palettizes" the fonts' glyphs for color translation purposes. I mean, even if you run it with GZDoom, which has a full-fledged, true-color renderer, you get the same results.

Side note: you might want to change the title of your topic, because this has nothing to do with SBARINFO's DrawNumber command.
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Matt
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Re: Fonts getting palette raped

Post by Matt »

Don't dress them up so sexy and make them take shortcuts through the park at night after work ::beaten, waterboarded, relaxed to secular arm, burned at stake::

Yeah, this new title is even less helpful. Had to download, play for a few seconds, then read Blue Shadow's response and view the graphics in another viewer before I could figure out what was going on.

Just tell the user to use GL or stick to the Doom palette.
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Enjay
 
 
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Re: Fonts getting palette raped

Post by Enjay »

Vaecrius wrote:Just tell the user to use GL...
Blue Shadow wrote:I mean, even if you run it with GZDoom, which has a full-fledged, true-color renderer, you get the same results.
:?:
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Re: Fonts getting palette raped

Post by Matt »

::rereads::

okay I really have no idea what the OP is complaining about then (though that ghastly looking upper-left corner thing in the hud could be gotten rid of)
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oODemonologistOo
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Re: Fonts getting palette raped

Post by oODemonologistOo »

Vaecrius wrote:::rereads::

okay I really have no idea what the OP is complaining about then (though that ghastly looking upper-left corner thing in the hud could be gotten rid of)
The numbers on the hud, they are being converted to doom's palette. That's not what I want, basically. I hope this was better.
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Graf Zahl
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Re: Fonts getting palette raped

Post by Graf Zahl »

The font character texture classes are lacking true color conversion functions, so right now there's nothing you can do.

Anyway, it would only help with GZDoom to change this. ZDoom only keeps one palette-less texture of the font characters and uses a special palette for colorization. And this is just doing a mapping to the base palette for untranslated characters.

Changing this would require quite a bit of changes under the hood because only one hardware texture can be attached to a game texture in ZDoom. In GZDoom it'd be possible but the font management can't reliably recognize the case when an exception needs to be made, since 'untranslated' is just another translation.
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jpalomo
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Re: Fonts getting palette raped

Post by jpalomo »

Try converting the graphics to paletted greyscale, then change the untranslated in SBARINFO to Red. The outlines look a little different, but it is an improvement over the original:
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