True color skins?

Sat Aug 14, 2021 5:39 am

Hi. Is it possible to make skins true color? I understand that translatable colors would be hard to make work in true color but what if you don't need that? I just want my skins to look right in-game. Seems like it should be doable somehow since literally everything else in the game can use true color. Maybe there's some workaround that I'm missing?

What I want it to look like:
SkinTrueColor.png


What it does look like:
SkinDoomGraphic.png
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Re: True color skins?

Tue Aug 17, 2021 11:07 am

Quite easily. In SLADE select any graphic lump (let's say, a sprite), right button >> Graphic >> Convert to ..
In the newly selected dialog change conversion type from "Doom fgx(paletted)" to "PNG (truecolor)" and you're done.

Re: True color skins?

Tue Aug 17, 2021 1:47 pm

I don't think that's what OP is asking for. By default, the game forces player skins into the Doom palette because player skins may need to be translated. So, even when the player sprites are in true colour (as I think these ones already are) the game reduces them to the Doom palette.

From memory, I think that the +DONTTRANSLATE flag might be able to do it.

Re: True color skins?

Wed Aug 18, 2021 6:09 am

Enjay wrote:From memory, I think that the +DONTTRANSLATE flag might be able to do it.

So +DONTTRANSLATE goes in the S_SKIN lump or where would I put that?

Re: True color skins?

Wed Aug 18, 2021 8:00 am

Azagthoth wrote:
Enjay wrote:From memory, I think that the +DONTTRANSLATE flag might be able to do it.

So +DONTTRANSLATE goes in the S_SKIN lump or where would I put that?

You'll have to use it on the player class (in DECORATE or ZScript). Which is a bit cumbersome if your skin is for the normal player class, because then you have to do a pointless redefinition of it.

It doesn't seem to be supported in S_SKIN, unfortunately, but that may be worth a suggestion.

Re: True color skins?

Wed Aug 18, 2021 8:49 am

Gez wrote:You'll have to use it on the player class

By player class do you mean "ACTOR DoomPlayer : PlayerPawn"? That does seem cumbersome but I might be able to work with it for now.
Guess I could make a request on the matter. Don't see why it would be hard to implement, but what do I know.

Re: True color skins?

Wed Aug 18, 2021 11:08 am

Azagthoth wrote:By player class do you mean "ACTOR DoomPlayer : PlayerPawn"?

Yes, and no. You should inherit from that class and define your own which only needs to have the +DONTTRANSLATE flag in it

Code:
ACTOR AzagthothsPlayer : DoomPlayer
{
    +DONTTRANSLATE
}


(then obviously add the character class to the game using the GameInfo section of MAPINFO Creating_new_player_classes).

It is indeed cumbersome versus what you wanted to do, but fingers crossed it will work.

Re: True color skins?

Thu Aug 19, 2021 2:50 pm

Enjay wrote:fingers crossed it will work.

It did work! Only problem is if you're playing a wad with a different PlayerPawn it no longer works. Think I will make a request to add it to S_Skin. That way it could be applied automatically to any PlayerPawn being used. If it allows skins to begin with of course.

Re: True color skins?

Mon Aug 30, 2021 5:33 pm

Azagthoth wrote:
Enjay wrote:fingers crossed it will work.

It did work! Only problem is if you're playing a wad with a different PlayerPawn it no longer works. Think I will make a request to add it to S_Skin. That way it could be applied automatically to any PlayerPawn being used. If it allows skins to begin with of course.

than just use zscript it can do edits without redefining thee class