Palette & Transparency

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Tormentor667
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Palette & Transparency

Post by Tormentor667 »

Which index of the Doom or actually the Heretic palette is rendered invisible ingame?
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Re: Palette & Transparency

Post by Gez »

None. :P

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.
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Re: Palette & Transparency

Post by Tormentor667 »

So when I am working with Photoshop or any other program, how can I save the file with the appropriate palett and transparency?
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Re: Palette & Transparency

Post by Gez »

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.
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Re: Palette & Transparency

Post by Tormentor667 »

Well, then I will just try that, thx Gez
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Re: Palette & Transparency

Post by Tormentor667 »

Did work, thanks :)
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Re: Palette & Transparency

Post by Nash »

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?
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Re: Palette & Transparency

Post by bagheadspidey »

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?
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...

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.
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