Built-in translations seem very dark

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Sir Robin
Posts: 392
Joined: Wed Dec 22, 2021 7:02 pm
Operating System: Windows 10/8.1/8/201x 64-bit
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Location: Medellin, Colombia

Built-in translations seem very dark

Post by Sir Robin »

I was doing something with trying to change to colors of sprites through translations and I noticed they were always very dark. So I set up this test to see the effects of different translation techniques to change colors.
[imgur]https://imgur.com/ZHGYPdH[/imgur]
The rows are:
  1. Untranslated, for reference
  2. Standard translations
  3. Palette range to palette range
  4. Direct color translations
  5. Desaturated color translations
  6. Blended translations
  7. Tinted translations

and the columns are:
  • desaturated
  • blue
  • gold
  • green
  • ice
  • inverse (not all translation methods can do this one)
  • red

Use the far right column for a base-line - translation red to red should be straight forward, shouldn't notice much change. But notice that generally speaking all the translations come across pretty dark. The only decent ones are rows 3 and 4, but that's just because I got to pick the colors manually. The standard and automatic ones are much darker.

So am I not doing this right or is it just supposed to be this way?

Here's the code:

Code: Select all

texture PALCHECK, 64, 64
{
   patch "STARGR1",  0, 0

   //control group
   patch "STCFN065",  0,  0
   patch "STCFN065",  8,  0
   patch "STCFN065", 16,  0
   patch "STCFN065", 24,  0
   patch "STCFN065", 32,  0
   patch "STCFN065", 40,  0
   patch "STCFN065", 48,  0

   //standard translations
   patch "STCFN065",  0,  8 {translation "desaturate", 31}
   patch "STCFN065",  8,  8 {translation "blue"}
   patch "STCFN065", 16,  8 {translation "gold"}
   patch "STCFN065", 24,  8 {translation "green"}
   patch "STCFN065", 32,  8 {translation "ice"}
   patch "STCFN065", 40,  8 {translation "inverse"}
   patch "STCFN065", 48,  8 {translation "red"}

   //Palette range to palette range
   patch "STCFN065",  0, 16 {translation "176:191= 80:111"}
   patch "STCFN065",  8, 16 {translation "176:191=200:207"}
   patch "STCFN065", 16, 16 {translation "176:191=160:167"}
   patch "STCFN065", 24, 16 {translation "176:191=112:127"}
   patch "STCFN065", 32, 16 {translation "176:191=192:199"}
   patch "STCFN065", 40, 16 {translation "176:191=111: 80"}
   patch "STCFN065", 48, 16 {translation "176:191=176:191"}

   //Direct color translations
   patch "STCFN065",  0, 24 {translation "176:191=[255,255,255]:[ 32, 32, 32]"}
   patch "STCFN065",  8, 24 {translation "176:191=[  0,  0,255]:[  0,  0,  8]"}
   patch "STCFN065", 16, 24 {translation "176:191=[255,218,  0]:[ 32, 27,  0]"}
   patch "STCFN065", 24, 24 {translation "176:191=[128,255,  0]:[ 16, 32,  0]"}
   patch "STCFN065", 32, 24 {translation "176:191=[128,128,154]:[ 16, 16, 20]"}
   patch "STCFN065", 40, 24 {translation "176:191=[ 16, 16, 16]:[255,255,255]"}
   patch "STCFN065", 48, 24 {translation "176:191=[255,  0,  0]:[ 32,  0,  0]"}
   
   //Desaturated color translations
   patch "STCFN065",  0, 32 {translation "0:255=%[0.0,0.0,0.0]:[2.0,2.0,2.0]"}
   patch "STCFN065",  8, 32 {translation "0:255=%[0.0,0.0,0.0]:[0.0,0.0,2.0]"}
   patch "STCFN065", 16, 32 {translation "0:255=%[0.0,0.0,0.0]:[2.0,1.7,0.0]"}
   patch "STCFN065", 24, 32 {translation "0:255=%[0.0,0.0,0.0]:[1.0,2.0,0.0]"}
   patch "STCFN065", 32, 32 {translation "0:255=%[0.0,0.0,0.0]:[1.0,1.0,1.2]"}
   patch "STCFN065", 40, 32 {translation "0:255=%[0.0,0.0,0.0]:[2.0,2.0,2.0]"} //can't use negative numbers here
   patch "STCFN065", 48, 32 {translation "0:255=%[0.0,0.0,0.0]:[2.0,0.0,0.0]"}
   
   //Blended translations
   patch "STCFN065",  0, 40 {translation "0:255=#[255,255,255]"}
   patch "STCFN065",  8, 40 {translation "0:255=#[  0,  0,255]"}
   patch "STCFN065", 16, 40 {translation "0:255=#[255,215,  0]"}
   patch "STCFN065", 24, 40 {translation "0:255=#[  0,255,  0]"}
   patch "STCFN065", 32, 40 {translation "0:255=#[128,128,154]"}
   patch "STCFN065", 40, 40 {translation "0:255=#[255,255,255]"}//can't use negative numbers here
   patch "STCFN065", 48, 40 {translation "0:255=#[255,  0,  0]"}

   //Tinted translations
   patch "STCFN065",  0, 48 {translation "0:255=@50[255,255,255]"}
   patch "STCFN065",  8, 48 {translation "0:255=@50[  0,  0,255]"}
   patch "STCFN065", 16, 48 {translation "0:255=@50[255,215,  0]"}
   patch "STCFN065", 24, 48 {translation "0:255=@50[  0,255,  0]"}
   patch "STCFN065", 32, 48 {translation "0:255=@50[124,124,154]"}
   patch "STCFN065", 40, 48 {translation "0:255=@50[255,255,255]"}//can't use negative numbers here
   patch "STCFN065", 48, 48 {translation "0:255=@50[255,  0,  0]"}

}
Gez
 
 
Posts: 17632
Joined: Fri Jul 06, 2007 3:22 pm

Re: Built-in translations seem very dark

Post by Gez »

For reference, here's what it looks like in SLADE's texture editor:
Image

(I had to fix the direct color translations, though, as for some reason it didn't parse them correctly.)
User avatar
Sir Robin
Posts: 392
Joined: Wed Dec 22, 2021 7:02 pm
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: Intel (Modern GZDoom)
Location: Medellin, Colombia

Re: Built-in translations seem very dark

Post by Sir Robin »

Gez wrote:For reference, here's what it looks like in SLADE's texture editor:
(I had to fix the direct color translations, though, as for some reason it didn't parse them correctly.)

I'm guessing it's not displaying in true color and is snapping to the Doom palette. Still, everything looks very dark. I would expect that far right column to be more or less solid red like the top row.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 47962
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Built-in translations seem very dark

Post by Graf Zahl »

The reaon for things getting darker is actually quite simple: Nearly all these work by first desaturating the patch to a grayscale version - but since the original patch is bright red that grayscale image will have its luminosity reduced to one third of the r channel. (formula is 0.3*r + 0.56*g + 0.14*b) And from there you won't get the brightness back again.

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