Palette & Transparency
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- Tormentor667
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Palette & Transparency
Which index of the Doom or actually the Heretic palette is rendered invisible ingame?
Re: Palette & Transparency
None.
The Doom graphic format describes columns of pixels. What's transparent is whatever is not described. All 256 colors of the palette are rendered in-game.

The Doom graphic format describes columns of pixels. What's transparent is whatever is not described. All 256 colors of the palette are rendered in-game.
- Tormentor667
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Re: Palette & Transparency
So when I am working with Photoshop or any other program, how can I save the file with the appropriate palett and transparency?
Re: Palette & Transparency
Save them as indexed PNGs with transparency. That works pretty well with the GIMP at least, so there's no reason for Photoshop not to work equally well, the PNG standard is the same for both after all. PNG manages that by having an alpha channel, so transparent areas don't need to sacrifice a color.
- Tormentor667
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Re: Palette & Transparency
Well, then I will just try that, thx Gez
- Tormentor667
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Re: Palette & Transparency
Did work, thanks 

Re: Palette & Transparency
Just an offtopic rant, but despite its age and several new revisions (hell it's up to CS4 now already, with all of its fancy hardware GPU rendering, 3-d painting and crap like that), I find it absurd that Photoshop STILL does not handle 8-bit PNG with alpha channel properly. I mean WTF?
- bagheadspidey
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Re: Palette & Transparency
Yeah, GIMP doesn't either. I can understand not being able to work with a format like that, but saving and loading them should at least be possible. Hell, GIMP could even lift the code right out of pngquant...Nash wrote:Just an offtopic rant, but despite its age and several new revisions (hell it's up to CS4 now already, with all of its fancy hardware GPU rendering, 3-d painting and crap like that), I find it absurd that Photoshop STILL does not handle 8-bit PNG with alpha channel properly. I mean WTF?
Which, by the way, might be a good solution if you're using these pngs for one of your mods. Keep all the working copies of your pngs as rgba, and have your build script run them through pngquant before you insert them into the pk3. That's probably better than working with indexed+alpha images anyway.