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>> No.5433660 [View]
File: 2 KB, 128x128, fallout2.png [View same] [iqdb] [saucenao] [google]
5433660

>>5433653
>>5433643
Nope I already knew about that
From the techniques in the wiki I will point out the weaknesses:
> Translation 2
This just uses built in range remaps, the most inflexible of all
> Translation "112:127=208:223", "192:207=16:31"
Thats the default way you're supposed to do it. Its flexible but its still bound to the PLAYPAL, and if the PNG file has its own palette the remapped colors will be busted off and replaced with PLAYPAL colors instead
THIS DOES NOT GIVE IT A NEW PALETTE
> Translation "Ice"
Again highly inflexible as the first option, its just a mathematical routine to replicate the hexen ice effect
> Translation "0:255=%[0,0,0]:[1,0,0]"
The wiki literally states this string would change the entire sprite to have a specific color range.
It will not produce complex shifts, it wont leave the gray colors of armor and horns and equipment alone, it wont change only the skin color of the demons but not the flames around their fists.

Please tell me you understand BY NOW?

>> No.4851023 [View]
File: 2 KB, 128x128, fallout2.png [View same] [iqdb] [saucenao] [google]
4851023

>>4850980
There's a problem with rainbow palettes like these and mainly its the lack of desaturated colors.
> palettes like these are also in part due to the Deluxe Paint 2 palette which had a similar arrangement so not much work went into picking colors - im surprised iD software did as much work on theirs as they did.
Its a very complicated art to pick colors for a palette to express an environment - one of the best that ive found is Fallout and Fallout 2 but its also got some limitations just because of how 8bit is pretty damn limited.

There's also 32 shades of gray (no 50shades jokes please) and in my experience thats unnecessary.
> science says humans can distinguish up to 32 shades of gray... but...
You only need 24 and maybe even as low as 20 because other desaturated color ranges like grayish blue and grayish green and faded tan can be used to interpolate colors for grayish objects. I say as low as 20 because you can make something like a Bright Blue range substitute its brightest colors for slightly grayed ones or just let the image conversion have to use those colors for off-white gray. Ive started using that technique recently. You also only need 3 colors for bright yellow as illustrated by the BTSX and Quake 1 palette.

You should know that in nature or for objects having a gray object be truly gray is pretty rare, and its easy to get away with interpreting lighting on the object as making it seem a tiny bit reddish or bluish, and using desaturated green hues makes something look believably dirty or imperfect for some reason.

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