color bugs
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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.
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.
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- Posts: 598
- Joined: Fri Jun 24, 2005 3:19 am
- Location: Makin tracks with jetboots
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.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.
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.
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.
