color bugs

Bugs that have been investigated and resolved somehow.

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Anakin S.
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Post by Anakin S. »

Using the Heretic colormap would make everything discolored. You have to use some colormap editing program to edit the doom colormap.
ant1991331
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Post by ant1991331 »

yeah i noticed that discolored thing...
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Enjay
 
 
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Post by Enjay »

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.
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.
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Kirby
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Post by Kirby »

Wait, can the pallette lump be any size and include and colors?
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Anakin S.
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Post by Anakin S. »

You can't have more than 256 colors (yet). Some of the colors are duplicates in the doom palette, so those could be used for other things. Other than that, you'd have to sacrifice some other colors.
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Xaser
 
 
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Post by Xaser »

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. :P
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