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>> No.3954183 [View]
File: 2 KB, 128x128, pal optimized.png [View same] [iqdb] [saucenao] [google]
3954183

>>3953067
its a custom palette I made

as a result it means that all the vanilla gfx and map textures had to be converted to .png, resulting in several .pk3s that have to be loaded.

but it was worth the effort

I posted a blurb about it in zdoom forums, more or less I reduced the number of colors available from the standard fare. Made some of the color bands accommodate the desaturated tones. It produces "some" color inaccuracy, but when you're running around it doesn't matter much. Kinda helps the retro feel of it anyway, the vanilla palette focuses too much saturation on alot of things.

Comfy and necessary additions to the palette were possible - teal, firey orange, sky blue (yes actual sky colors). And a slightly expanded pink range.

>> No.3764404 [View]
File: 2 KB, 128x128, pal optimized.png [View same] [iqdb] [saucenao] [google]
3764404

>>3763997
>>3764017
>>3764135

custom palette here you go, more colors, existing ones are reduced to make space but maintain appearance for the most part

(slade export, colors are arranged as indicated)

its easy to recolor stuff and if you have the sprites saved as PNGs in the wad then it actually takes up less space, ill post an example

in zdoom it wont work without extra modification (converting all textures and vanilla gfx to PNGs)

but I think itll work fine in gzdoom as it is

when doing palette transition remaps the starting colors are picked from the image as is, but the remapped colors will be onto the wad native palette so be careful

better just to convert the graphics and recolor what you want done in slade

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