Doom Palette CRT Luminosity

Sprites, textures, sounds, code, and other resources belong here. Share and share-alike!
Forum rules
Before posting your Resource, please make sure you can answer YES to any of the following questions:
  • Is the resource ENTIRELY my own work?
  • If no to the previous one, do I have permission from the original author?
  • If no to the previous one, did I put a reasonable amount of work into the resource myself, such that the changes are noticeably different from the source that I could take credit for them?
If you answered no to all three, maybe you should consider taking your stuff somewhere other than the Resources forum.

Consult the Resource/Request Posting Guidelines for more information.

Please don't put requests here! They have their own forum --> here. Thank you!
Post Reply
User avatar
torridgristle
Posts: 684
Joined: Fri Aug 23, 2013 9:34 am

Doom Palette CRT Luminosity

Post by torridgristle »

Image

This is Doom's palette with sRGB primaries, or more exactly your modern display's RGB primaries which should approximate sRGB to some degree. I want to draw attention to blue and magenta. Notice the sharp change between light blue and blue in the gradient and the outlying pale magenta in the magenta gradient.

Image

This is Doom's palette with colors approximating a Hitachi CM715. I've chosen this from a large selection of simulated CRTs because of how the blue and magenta gradients smooth out and actually look like cohesive gradients. However the reds are a little more orange than we're used to, and some people don't like blues that shift toward cyan.

Image

This is Doom's palette edited in HSL to use the saturation and lightness of the Hitachi CM715 palette and the hue of the sRGB palette to have more familiar reds and blues while still having smoother gradients. I've tried fancier methods of transferring lighhtness and preserving hue and saturation but plain HSL worked best to avoid shifting toward cyan and orange.

Attached is a ZIP of 3 PK3s loaded with the Hitachi CM715 palette and two variations, as well as PNGs displaying the palettes.
Attachments
DoomPal-Hitachi-Variations.zip
(8.37 KiB) Downloaded 221 times
User avatar
NeuralStunner
 
 
Posts: 12326
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: Doom Palette CRT Luminosity

Post by NeuralStunner »

Cool stuff! I might try out the "hybrid" palette for a while... My Crispy autoload might be a good place, although I would need the extra blend palettes. Generation for those is detailed here.
User avatar
NeuralStunner
 
 
Posts: 12326
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: Doom Palette CRT Luminosity

Post by NeuralStunner »

Went ahead and made the blends myself. Based on the HSL version, including the blend colors used. (So you'll get the corrected red for the pain flash, etc.)

Once I finish my custom colormap, Crispy Doom is going to look extra beautiful. :D
Attachments
Hitachi PlayPal (HSL).7z
Technically loadable as-is, but pointless, as GZDoom won't use the extra palettes anyway.
(9.56 KiB) Downloaded 140 times
Post Reply

Return to “Resources”