Base Player.ColorRange on Loaded PlayPal

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Re: Base Player.ColorRange on Loaded PlayPal

by NeuralStunner » Sat Oct 06, 2012 12:44 pm

I don't remember if those are even used any more. And aren't they for skin use?

I've noticed this issue with all my custom palettes. They use left-to-right lightness ramps (opposite of DooM's) and they colorize horribly. (Unless I load over Heretic or Hexen, but that still uses their original tone ranges and looks terrible.) The actual range used doesn't matter, it still comes out like DooM's 112~127 would.

Re: Base Player.ColorRange on Loaded PlayPal

by Gez » Sat Oct 06, 2012 12:34 pm

This might be related to spaldoom.lmp and spalhtic.lmp in zdoom.pk3.

Re: Base Player.ColorRange on Loaded PlayPal

by NeuralStunner » Sat Oct 06, 2012 11:59 am

Looking back at this, I did a bit of reformatting and added an example mod.

(Also I hadn't realized this topic was so old now. :shock: )

Base Player.ColorRange on Loaded PlayPal

by NeuralStunner » Wed Sep 28, 2011 7:23 pm

When using a new palette in DooM, tone values based on DooM's are still used to decide the result, even when the new source palette has its colors "backwards":
Spoiler:
Tried switching the values in Player.ColorRange around, so the higher number was first - It understood the range just fine, but still rendered it backwards.

It would be more helpful if the specified color range were colorized from the loaded palette. (Bonus: A ColorRange could span two ramps and wouldn't try to make a continuous single color range.)

The attached file is simply a brightness-inverted version of the Doom palette. Load it and check your player sprite via chasecam - Your colors will appear as if the original palette is in use.
Attachments
NS_InverseDoomPal.pk3
(1.74 KiB) Downloaded 44 times

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