Certain sprites not affected by PLAYPAL?

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ichxg0
Posts: 26
Joined: Mon Nov 18, 2024 3:08 pm

Certain sprites not affected by PLAYPAL?

Post by ichxg0 »

I made a custom palette in slade, but it seems like the changes aren't reflected everywhere.. The major change is to the blue spectrum; however, certain sprites, like the cacodemon still appear to have that same deep blue as they always did, while most of the level graphics are converted, although not all.. I am running a weapons and monster mod, so could that be it? Or since this is GZDoom are certain graphics (maybe true color pngs?) unaffected by PLAYPAL? Or are my eyes deceiving me? (I don't think so, in this case..) I used to use PRBoom and I think it doesn't support PNG's so is that why I'm used to the palette working a little better?

Here is a picture of the two colors alternating.. Maybe a load order thing?

https://imgur.com/a/cTPTOG9
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Enjay
 
 
Posts: 26574
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Certain sprites not affected by PLAYPAL?

Post by Enjay »

Yes, this is almost certainly related to PNG sprites.
The Doom graphics format does not have a palette in the image and it uses playpal for its colour information. Therefore, changes to playpal will affect any graphics in the Doom format.
PNGs contains their own palette information, and GZDoom will display them using that (it's usually one of the advantages of using PNGs). So, playpal changes will not affect them.
ichxg0
Posts: 26
Joined: Mon Nov 18, 2024 3:08 pm

Re: Certain sprites not affected by PLAYPAL?

Post by ichxg0 »

Huh, thanks for the info, that makes sense. I can definitely see the advantage of the creative freedom with png's, but it is a little disappointing they don't get the same makeover from the playpal as the rest. I suppose, in theory, I could try and convert all the graphics to doom format.. But that sounds like a lot of work for even one mod.

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