
Deepsea does export a palette with 0 0 0 for index 247.
However, the image was increased to 16 million colours, resized and saved. That meant that the image had a lot of blurred edges around each colour block using colours that are not in the Doom palette and the image itself no longer contained a 256 colour palette either. What's more, it makes it an unecessarily large file size too.Gez wrote:It has been done nearly two hours before your post.
Actually, I don't think so. The Bruiser pngs are all 256 colour images and most (all?) the projectile sprites are 16 colour images. What's more, I don't think they use any colours that are not in the Doom palette. So Zdoom should not have any problems showing them and should not decrease the quality of the image. Maybe they look "crappy" because there are a limited number of oranges in normal 256 colour Doom but GZDoom, with its hardware accelerated magic, is able to make them look a bit prettier by "smoothing" the pixels into each other with intermediate colours, or something.Guest7807 wrote:Sounds like PNG uses True Color while ZDoom uses the doom pallet instead. Thats why the BruiserDemon's attack looks so crappy in zdoom. I understand now.
I figured the way to copy the last death frames without getting them corrupted.Enjay wrote:Actually, I don't think so. The Bruiser pngs are all 256 colour images and most (all?) the projectile sprites are 16 colour images. What's more, I don't think they use any colours that are not in the Doom palette. So Zdoom should not have any problems showing them and should not decrease the quality of the image. Maybe they look "crappy" because there are a limited number of oranges in normal 256 colour Doom but GZDoom, with its hardware accelerated magic, is able to make them look a bit prettier by "smoothing" the pixels into each other with intermediate colours, or something.Guest7807 wrote:Sounds like PNG uses True Color while ZDoom uses the doom pallet instead. Thats why the BruiserDemon's attack looks so crappy in zdoom. I understand now.
I've just noticed that the last 2 images in the Bruisers death sequence are also 16 colour images. Perhaps that goes some way to explaining the problem experienced by you when merging the entries into your project file. Maybe XWE isn't handling 16 colour pngs in the required way? Maybe XWE is also messing with the attack sprites as well to make them look "crappy"?
Maybe this is worth a mention over at the XWE forum on DoomWorld?
However, I've just merged the bruiser demon WAD into a WAD with a level in it. I used XWE with the file/join command and the files all transferred perfectly into the level WAD with no corruption.
There may be more...Tormentor667 wrote:Sorry, I haven't been in touch with this for a while so please can someone collect all the monsters together that haven't been added yet and link them summarized in one single reply?
Okay, Things I fixed.Bouncy wrote:Yeah, go ahead. Just as long as it isn't the bare basics that they are right now.