[Palette] Red Abyss for PC/PSX + Improved PSX Assets

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[Palette] Red Abyss for PC/PSX + Improved PSX Assets

Postby Pixel Eater » Tue Jun 12, 2018 2:32 am

I finally figured out how to trick Photoshop into performing a technique I was wanting back when I made CRT palettes. It fixes the imbalance between red and the other colours and gives it a proper contrast. This is going to be used as support for a translucency shader but looks pretty cool for regular gameplay anyways (as it should).

When you compare to DooM's colourmap, Red Abyss looks like it's red ramps(?) are a higher colour depth. They aren't 8-)
Colourmaps.png

1.1 Update: It's super transparent now and prevents dark browns from turning olive.

This extra file contains a selection of DooM textures and sprites reconditioned for the PSX palette:
Adjusted PSX Graphics

The actual palettes follow:
Attachments
RedAbyssPSX.wad
(19.04 KiB) Downloaded 70 times
RedAbyss1.1.wad
(19.04 KiB) Downloaded 105 times
Last edited by Pixel Eater on Mon Jun 18, 2018 2:06 am, edited 3 times in total.
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Pixel Eater
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Re: [Palette] Red Abyss

Postby Thedarkcube » Wed Jun 13, 2018 6:42 pm

Do you plan on doing the same correction to other cotrast settings? Not that I know if there are others :p
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Re: [Palette] Red Abyss

Postby Pixel Eater » Wed Jun 13, 2018 7:14 pm

I haven't noticed an issue with the dark end of other colour ranges yet. With red, the darkest value was at 26% brightness! It's now at 12% and any higher or lower would start to look inappropriate with the surrounding artwork. But if something is pointed out I'll certainly investigate it.
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Re: [Palette] Red Abyss v1.1 + PSX edition

Postby Pixel Eater » Sat Jun 16, 2018 7:22 pm

Made a simple adjustment to ensure colours won't change their hue (to olive mostly) and Included an altered PSX palette.
I'm actually curious about the PSX palette's back-story as it seems like an attempt to tame it's highlights for brighter screens (LCDs?). If so, who made the adjustment? If it was ID Software then should it be considered an official CRT emulation palette? Or maybe it was just a system requirement/limitation of the Playstation... :ugeek:
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Re: [Palette] Red Abyss v1.1 + PSX edition

Postby Thedarkcube » Sat Jun 16, 2018 8:06 pm

Pixel Eater wrote:Made a simple adjustment to ensure colours won't change their hue (to olive mostly) and Included an altered PSX palette.
I'm actually curious about the PSX palette's back-story as it seems like an attempt to tame it's highlights for brighter screens (LCDs?). If so, who made the adjustment? If it was ID Software then should it be considered an official CRT emulation palette? Or maybe it was just a system requirement/limitation of the Playstation... :ugeek:

I'm pretty sure it was a limitation because if you take a look at the old psx games you're gonna notice that most of them were dark and had a weird contrast.even though normally it wasn't noticeable since people mostly focused on the gameplay
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Re: [Palette] Red Abyss v1.1 + PSX edition

Postby Pixel Eater » Sat Jun 16, 2018 8:13 pm

Ahh, if I'd ever played one I guess I would have noticed a trend. That explains why the monster projectiles became so dark in the pixels where they should have been bright!
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Re: [Palette] Red Abyss for PC/PSX + Improved PSX Assets

Postby Pixel Eater » Mon Jun 18, 2018 2:12 am

Added a link to download corrected assets that were never modified to work with the PSX release's palette change. Most noticeable were the Imp's fireballs becoming dark centered but many others were left unchanged as well.
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