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>> No.4850447 [View]
File: 2 KB, 128x128, super doom palette.png [View same] [iqdb] [saucenao] [google]
4850447

>>4850421
Yes and No.
> pic related is a pretty good one I made
You can make one that includes better colors, which ive done, that doesnt screw with the existing texture colors too much. But this is still limiting and its not actually using some other game's palette.

The other way to do it is go into the wadsmoosh pk3 and convert ALL the texture graphics to PNG format inside the archive. That way when the game loads the resources it treats the palette in the textures as native, or subject to being remapped in realtime to the master palette if you are running with Truecolor turned off.

I havent done this but this is what I did for awhile back when I was running GZdoom 2.4 or Zdoom 2.81 before that. Would load wads that contained all the vanilla textures changed as such. And also modified mods like BTSX or Ancient Aliens to have PNG textures instead of usual (which was a bitch and a half because you know how many fkin textures are in those?)

At least with wadsmoosh's master .pk3 you can probably do that just once and be done with it and it wont affect appearances even if you're running the game vanilla style.

One word of warning about this using Slade, it might be just my toaster but the code in Slade is kinda finicky when it comes to the "Convert To" option and if you do it to too many graphics at the same time it will hiccup and skip a few of them, leaving some textures or sprites as being "doom" format instead of PNG because it lacked the processing at the time to fully process them or something.
> if it does this to you then you will need to either re-sort the list to convert the Doom format graphics together so they're not missed
> or only convert about 40-70 of them at a time as you go down the list

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