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>> No.5482082 [View]
File: 1 KB, 128x128, dotbQuake.png [View same] [iqdb] [saucenao] [google]
5482082

>>5478981
>>5478973
>>5479638
Mostly this can be tracked to the Techbases in quake not using the same established grays. But doom also has brown and tan techbase textures too. Usually its a brighter kind of tan.

In quake the texturing for the stone walls and muck covered surfaces is alot more realistic and reminiscent of an 80s horror/fantasy movie in some bog. It really plays that to a hilt. The game was originally supposed to be an rpg and under those directions is what most of the texturing/work would have been done. Then some fucktard changed the story at the last minute.
The palette determines what you have to work with, and what your art direction calls for is what will be required, so that dictates the palette.
I dont like the colors in doom really. But its not supposed to look realistic, take a look at the first frame of the rocket explosion. Its kinda like comic book stuff just more detailed.
Doom64 is more like Quake and the palette is more reminiscent of that. But with that you get different art direction, different results.
In doom you have a Hell of alot of Brown on the palette by the way. A Hell of alot. Its used alot more than you might think you just dont notice it.
(32 shades of flesh, 16 shades of startan, another 8 shades somewhere in between, another 7 shades that make no sense, and 2 shades of really dark brown that seem to be used for red in dark environments)
I probably missed some too.
Quake did better. They got brown, but they've got different hues of it, olives, desaturated purples, rusty red brown. The stuff youll find in nature and in industry both.
I dont think doom needs Saturated Blue. Its a very unrealistic color. And bright plasma electric shit is already done in quake with like 4-5 colors, and there's fade to slate blue if necessary.

Pic related is a cross between quake and doom. From dimensions of the boomed. I guess thats like heretic colors but more desaturated.

>> No.5433589 [View]
File: 1 KB, 128x128, dotbQuake.png [View same] [iqdb] [saucenao] [google]
5433589

>>5433579
and moreover on that its a 2 dimensional approach to color changing compared to altering the H/S/L of the sprite images through translation, because all that does is affect one color change on the entire sprite
whereas with a palette swap you're able to meticulously pick different color adjustments for the entire palette.

And im not sure about this, but when you're using PNG files that have their own color palette and you apply a translation to it - it uses the game's PLAYPAL colors to map to instead of the colors that were actually on the palette the PNG file came with. Because ive tried to do this before and had specific intentions of which colors the PNGs would be remapped to (because im smart like that) and instead it fucked up the colors.

Really id rather just pop in a new Palette to swap to with a fresh new 256 colors, tweaked to be however I wanted it to be and use whatever colors I want.

>>5433583
> I heard the wood shattering sound effect from arcane dimensions

>> No.4927805 [View]
File: 1 KB, 128x128, dotbQuake.png [View same] [iqdb] [saucenao] [google]
4927805

>>4924130
>>4924145
>>4924151
> Fyty
Though actually it did play like that for the most part.
The difference lay in the BFG and its strategic value for delivering hurt in a specific situation once per level. Or if you get-gud like me you dont even use it and by the time witch house or necropolis comes up you have 4 or 5 shots of it racked up.
> mfw I didnt kill the cyber in slipgate vertigo with rockets or a bfg, I just stood on a higher ledge and blasted him with the shotgun and chaingun until he died, as with most doom maps there is far too many shotgun shells in it.
Necropolis was badass btw
> the slimers were even more dangerous in DOTB because they could move coherently and actually get up stairs
> that one room up at the top of the ridge with the secret blue armor in it... fucking yikes... one of the few times I had to actually use the RL and lean hard on the trigger.

I dont know how you guys did the shambler lightning, I know its an archvile style attack and I guess it werks in dehacked (but without the extra 70 damage tacked on?). That should really be handled as some form of railgun because its unable to hit bystanders, and one trick to dusting shamblers in quake is to get something else hit by the lightning.

Someone needs to do one of those 3d renders of a Scrag for the equivalent monster so that its a 1:1 port. And I would have rather it shot Baron Fireballs instead of Imp Fireballs just to make them a solid challenge. Scrag projectiles were green yknow.

Someone needs to make a non-dehacked version for GZdoom, and save all the graphics inside it as PNG format so they can be set independent of the palette.
> though really thats more of a doom_complete.pk3 or iwad issue, as someone needs to come up with one of those that takes all the vanilla shit and makes it PNG so that palette mismatches are a thing of the past.
Kudos for the palette too, the dude who maintains Slade3 should incorporate it as one of the built in palettes. That thing is awesome.

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