color bugs

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: color bugs

by Xaser » Sat Jul 02, 2005 10:53 pm

Still, the problem with changing the existing colors is that even though there are multiple shades of certain colors (pure white is one, I think), the sprites in Doom2 probably use both of those indexes somewhere, at least. Changing something like that would probably make some things look mighty strange.


Of course, you could just replace an entire range of colors with another one (like in Zen Dynamics, the standard blues are replaced with cyans instead). For this one project of mine I'm working on, I needed a whole lot of shades of pink/purple, so I changed all the "brick red" shades to purple. Sure, it can make some things look strange (the bull-demons look hilarious right now), but it turns out to be alot better than sacrificing random colors and such.

Of course, these problems could all be solved with a greater-than-8-bit renderer, but since that's never going to happen, we'll just have to make do with what we've got. :P

by Anakin S. » Thu Jun 30, 2005 9:23 pm

You can't have more than 256 colors (yet). Some of the colors are duplicates in the doom palette, so those could be used for other things. Other than that, you'd have to sacrifice some other colors.

by Kirby » Thu Jun 30, 2005 10:28 am

Wait, can the pallette lump be any size and include and colors?

by Enjay » Thu Jun 30, 2005 1:56 am

Killo Zapit wrote:If you wanted, you could just replace the COLORMAP with one that avoids that kind of thing. Say one that is calculated so each color gradient will only fade into colors of it's own gradient. It's entirely possible to make a colormap that helps this, though it won't be perfect by any means.
Has anyone actually managed to make a colormap that improves on the values used in the original colormap? The problem, as I see it, is lack of available colours. If you have a bright purple wall and you only have another 3 or 4 colours to map it to, it's never going to be that good. However, if somone has managed to tweak it, I'd like to see how it improves things.

by ant1991331 » Thu Jun 30, 2005 1:38 am

yeah i noticed that discolored thing...

by Anakin S. » Wed Jun 29, 2005 10:32 am

Using the Heretic colormap would make everything discolored. You have to use some colormap editing program to edit the doom colormap.

by ant1991331 » Wed Jun 29, 2005 2:58 am

eg. the Heretic colormap?

by Killo Zapit » Mon Jun 27, 2005 8:21 pm

If you wanted, you could just replace the COLORMAP with one that avoids that kind of thing. Say one that is calculated so each color gradient will only fade into colors of it's own gradient. It's entirely possible to make a colormap that helps this, though it won't be perfect by any means.

by LK873 » Mon Jun 27, 2005 11:25 am

That's what I love about GL ports, none-a that light mess-up stuff.

by Phobus » Mon Jun 27, 2005 10:09 am

I know that colours are redone as you move away from them in low light levels (say 128, for the sake of my example). I've seen this sort of change (though not quite as drastic, or obvious) many a time both playing and making, so it's not really an error.

by Graf Zahl » Mon Jun 27, 2005 8:44 am

cutmanmike wrote:
On the firing frame at his crotch
Why ID WHY!!

Palette conversion error... ;)

by Enjay » Mon Jun 27, 2005 8:44 am

cutmanmike wrote:Why ID WHY!!
Dunno, but I'm pretty sure it's there on the original Wolfenstein sprites too.
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.
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.

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.

by Arcane » Mon Jun 27, 2005 7:59 am

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.

by Cutmanmike » Mon Jun 27, 2005 7:51 am

On the firing frame at his crotch
Why ID WHY!!

by TheDarkArchon » Mon Jun 27, 2005 7:31 am

Kirby wrote:Purple? Such as a custom texture or sprite? (As far as I know, there is no purple in the Doom resources)
Of course Id used purple, else it wouldn't be in the palette: However, the only cases of purple are the Nazi (On the firing frame at his crotch) and the Cacodemon's ball (Outer rim).

Top