PNG translations
- Cutmanmike
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PNG translations
Is there any way I can use translations with PNGs? I don't want to convert them back to Doom's format because they're large images. Converting them in slumped cuts them off so I assume Doom's graphic format has a limited size for sprites.
Can I change the PNG's palette to Doom's? Would that allow me to use translations?
Can I change the PNG's palette to Doom's? Would that allow me to use translations?
- DBThanatos
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Re: PNG translations
Well, in my experience, I didnt need to do anything with the PNG to use translations on it. For example, I had a Hexen2 (gray) archer (in PNG of course) I wanted to make gold, so I used this
But when i decided to make this a Hexen mod instead of doom, I used this code in the exact same set of images
So, depending in which game (pallete acutally) you are going to play it, is the translation you must use
Code: Select all
Translation "80:95=160:164", "96:111=64:79"
Code: Select all
Translation "31:5=143:128", "33:47=128:135" //hexen translation
- Cutmanmike
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Re: PNG translations
Was this a PNG with the Doom palette or what? I don't understand how it gets the colors right if there's more colors in the PNG format used. Hopefully someone can explain it to me how translations work full stop.DBThanatos wrote:Well, in my experience, I didnt need to do anything with the PNG to use translations on it. For example, I had a Hexen2 (gray) archer (in PNG of course) I wanted to make gold, so I used thisCode: Select all
Translation "80:95=160:164", "96:111=64:79"
Btw I'm using the GL renderer in GZDoom if that changes anything.

- DBThanatos
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Re: PNG translations
No, it wasnt (not that I know). I ripped the model with QME. Then zipped all the images. Loaded with Slumped to adjust the offsets. And that's it.
Let me see if I stil have at hand those things and I'll give you the example.
EDIT: ok, give it a try if you wish. Note that Im no expert in PGN use nor anything similar. Maybe I just got lucky in having the exact ranges in the PNG needed for the translation. Meh, i dont know.
Just run this Zip in doom and summon "archer1" to see the original. "ArcherDoom" to see the doom translation working and "ArcherHexen" in hexen. If you summon the hexen one in doom, of course it'll look horrible.
http://www.sendspace.com/file/3vpi1g
And, yes, I have tested this with both ZDoom and GZdoom (gl render)
EDIT2: now I think about it, i think i read somewhere about being able to use RGB values for the translations. But that's something I never tried (if that even exist)
Let me see if I stil have at hand those things and I'll give you the example.
EDIT: ok, give it a try if you wish. Note that Im no expert in PGN use nor anything similar. Maybe I just got lucky in having the exact ranges in the PNG needed for the translation. Meh, i dont know.
Just run this Zip in doom and summon "archer1" to see the original. "ArcherDoom" to see the doom translation working and "ArcherHexen" in hexen. If you summon the hexen one in doom, of course it'll look horrible.
http://www.sendspace.com/file/3vpi1g
And, yes, I have tested this with both ZDoom and GZdoom (gl render)
EDIT2: now I think about it, i think i read somewhere about being able to use RGB values for the translations. But that's something I never tried (if that even exist)
- Cutmanmike
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Re: PNG translations
It would certainly save me a lot of hassle if I can translate pngs, so I shall look into this later 

Re: PNG translations
Full color pngs can't be translated, I don't think, because they don't use a 256-color color palette.
By the way, Doom's lmp sprites aren't much bigger, and I think might be smaller than pngs.
By the way, Doom's lmp sprites aren't much bigger, and I think might be smaller than pngs.
- Cutmanmike
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Re: PNG translations
I know but like I said it cut off half my sprites (which are fairly big btw and are scaled down in decorate). What if I use a png with the same amount as colors as Doom? (if you can even do that...)
Re: PNG translations
I know that LWM sometimes had trouble getting big sprites into a WAD using her WAD tool (XWE I think) and she would sometimes send me stuff to put in using DeePsea. So, maybe it's not a sprite size limit but a tool limitation.
- Cutmanmike
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Re: PNG translations
Damn. I wish SLayeR was around more. I'll try doing it in XWE then unless I can figure out if pngs can still do it.
- Cutmanmike
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Re: PNG translations
Bugger. PNGs work but translating to certain colors makes them bright blue. Oh well. I've just gotta figure out a way to convert Jitterskull into the Doom palette without making him look like ass. Maybe I'll post a new thread about it later.
Re: PNG translations
Bright blue == Ass?Cutmanmike wrote:Bugger. PNGs work but translating to certain colors makes them bright blue. Oh well. I've just gotta figure out a way to convert Jitterskull into the Doom palette without making him look like ass. Maybe I'll post a new thread about it later.

Might be a bug, actually. I made a skin for Skulltag out of the Jezebel Quake 2 skin (by request), and if you tried translating it to black, it turned out light blue/cyan.
Re: PNG translations
when you translate high color pngs in gzdoom it first translates it to the doom palette then applys the translation.
- Graf Zahl
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Re: PNG translations
Translations on PNGs are undefined. There is no guarantee that they may work correctly.
For example, if you change critical colors in PLAYPAL they may stop working altogether.
If you want to use translations you should always use graphics in Doom patch format for them.
For example, if you change critical colors in PLAYPAL they may stop working altogether.
If you want to use translations you should always use graphics in Doom patch format for them.
- Cutmanmike
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Re: PNG translations
Ah... the nail in the coffin! Thanks Graf. I won't bother giving it a translation unless people still think it looks okay in the Doom palette (I don't think it does at all).
Re: PNG translations
It does if you're a Smurf.Ghastly_dragon wrote:Bright blue == Ass?
