InsanityBringer wrote:NeuralStunner wrote: This bitmap is imported like a paletted "DooM" format image, to be your TintTab
Actually I think it should be in the flat format (which is different than the picture format)
Huh. I just checked this out, and you are right. Thank you, too.
Saved as "image" format, the blending is, uh, not correct at all. This makes sense: Flats are 1-byte per pixel, the TintTab would be a RAW format image as well (as it, too, needs only reference the indexes).
So here is the size each lump should be:
PlayPal: 10,752 = 768 x 14 (with all the damage/pickup blends included, 768 for a basic ZDoom-only palette.)
ColorMap: 8,704 = 256 x 34
TintTab: 65,536 = 256 x 256
BTW, to make all the damage/pickup blends, just make extra copies of the original palette with varying degrees of tint and save them separately. Then Palette Dump those too, and append them one at a time to the end of your first PlayPal lump with a byte editor. (MS-Dos Editor with the switch /256 works well, each line is 256 bytes in "binary" format.) All in all you will need 1 straight palette, 8 degrees of pain tinting, 4 degrees of pickup tinting, and 1 extra copy of the main palette (for what I'm not sure, but it should be there just in case). 14 sets of 768 bytes each.
Other Notes/questions:
- Interestingly, in vanilla Heretic (Hexen too maybe) translucent foes' colors are negotiated before the "GoldMap" is applied, while the HUD weapons (when the Shadowsphere is enabled) are not. And the skies are apparently not recolored at all. Strange.
- When I'm finished getting corrected (
) I think I can add a short "how-to" in the Editing forum, what do you think?
- BTW, is there a way to change the tint color for pickups in ZDoom? If not, would be nice if there were.