Base Player.ColorRange on Loaded PlayPal
Posted: Wed Sep 28, 2011 7:23 pm
When using a new palette in DooM, tone values based on DooM's are still used to decide the result, even when the new source palette has its colors "backwards":
It would be more helpful if the specified color range were colorized from the loaded palette. (Bonus: A ColorRange could span two ramps and wouldn't try to make a continuous single color range.)
The attached file is simply a brightness-inverted version of the Doom palette. Load it and check your player sprite via chasecam - Your colors will appear as if the original palette is in use.
Spoiler:Tried switching the values in Player.ColorRange around, so the higher number was first - It understood the range just fine, but still rendered it backwards.
It would be more helpful if the specified color range were colorized from the loaded palette. (Bonus: A ColorRange could span two ramps and wouldn't try to make a continuous single color range.)
The attached file is simply a brightness-inverted version of the Doom palette. Load it and check your player sprite via chasecam - Your colors will appear as if the original palette is in use.
