Baron of Hell
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > Using more than 265 colors in software mode
 
Author
All times are GMT. The time now is 21:08. Post New Thread    Post A Reply
MSPaintR0cks
Junior Member


Posts: 175
Registered: 09-09


Is it somehow possible to use more than 265 colors in software mode?
I have ripped some stuff that I would like to use as a texture for walls and so on, but it never looks good after I converted it to the doom palette. I have already seen doom mods using sprites from Hexen, Heretic and Strife at the same time, without losing any colors from their original palette. I wonder how this was done.

Last edited by MSPaintR0cks on 02-28-10 at 16:43

Old Post 02-28-10 16:38 #
MSPaintR0cks is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
fraggle
Super Moderator


Posts: 5904
Registered: 07-00


256, not 265.

Old Post 02-28-10 17:08 #
fraggle is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 6963
Registered: 01-03


You'd need a true color renderer for that. But no software rendering port has done that yet.

Old Post 02-28-10 17:40 #
Graf Zahl is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 6458
Registered: 07-07



MSPaintR0cks said:
Is it somehow possible to use more than 265 colors in software mode?

Yes, with Delphi Doom. As far as I know, it is the only software renderer with 32-bit color support.

(Actually, I think Eternity might support more than 256 colors as well, I vaguely remember reading that about Cardboard, but the issue is that it doesn't support hi-color or trucolor image formats at the moment.)


MSPaintR0cks said:
I have already seen doom mods using sprites from Hexen, Heretic and Strife at the same time, without losing any colors from their original palette. I wonder how this was done.


There are only three possibilities here:
1. The graphics in question only used colors present in Doom's palette. I haven't checked if it's actually possible.
2. It was recolored well enough that you didn't notice.
3. They were PNG in their original palette, and you've seen the screenshots in GZDoom.

Old Post 02-28-10 17:41 #
Gez is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 6963
Registered: 01-03



Gez said:

Yes, with Delphi Doom. As far as I know, it is the only software renderer with 32-bit color support.

(Actually, I think Eternity might support more than 256 colors as well, I vaguely remember reading that about Cardboard, but the issue is that it doesn't support hi-color or trucolor image formats at the moment.)




I can't say much about Delphi Doom but all other ports I ever checked still used the original colormaps which meant wasting all the color resolution available.

Supporting true color video modes is not enough, you have to redo the entire rendering logic to use true color lookup tables for everything.

Old Post 02-28-10 17:49 #
Graf Zahl is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 6458
Registered: 07-07


From some of the screenshots there, as well as the comment about "palette change emulation", it seems to me that the rendering logic was overhauled.

Old Post 02-28-10 18:12 #
Gez is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
esselfortium
Cumulonimbus Antagonistic Posting


Posts: 5153
Registered: 01-02


I'm pretty sure PrBoom-Plus supports high-color software mode nowadays, too, though it intentionally emulates colormap fading, so you still get colors turning to mush, just with fades between each colormap instead of banding. So, the benefits are somewhat limited.

__________________
Released: Seventeen More Times (album) - Listen free online! | Vaporware Demo | SpaceDM9 | A Terrible Flood (album) | SpaceDM5 | Greenwar 2 | 32in24 series | Claust1024 | Testing Facility
In Progress: Vaporware | KDiKDiZD | TSoZD | ???
Resources: EDF Monster Library | Mapping Tips | CC4-tex | EsselTX

Old Post 02-28-10 20:23 #
esselfortium is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
MSPaintR0cks
Junior Member


Posts: 175
Registered: 09-09


Thanks for your answers. I just played Knee-Deep in Zdoom and I noticed that the title screen and the pictures you see in the intro are high color, so it has to be possible somehow (I played in software mode). I think it has something to do with the pk3-package in which all the graphics are stored in as a PNG-file.

Old Post 02-28-10 20:37 #
MSPaintR0cks is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 6963
Registered: 01-03


ZDoom can display 2D elements in true color but not the 3D-view of the game itself.

Old Post 02-28-10 20:43 #
Graf Zahl is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 6458
Registered: 07-07


Edit: nevermind, already said.

Old Post 02-28-10 20:44 #
Gez is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
andrewj
Senior Member


Posts: 1344
Registered: 04-02



Graf Zahl said:
You'd need a true color renderer for that. But no software rendering port has done that yet.

Old versions of EDGE (1.28a and earlier) supported 16-bit modes, whatever that was called, "hicolor" iirc.

Not as good as 24-bit truecolor, of course, but if I I were going to implement truecolor then I'd much rather start with a 16-bit renderer, since all the "no palette" issues have already been solved.

Old Post 03-01-10 04:23 #
andrewj is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 6963
Registered: 01-03


I once tried long ago and was totally dissatisfied with the lack of color precision.

Old Post 03-01-10 07:22 #
Graf Zahl is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Enjay
ASK ME ABOUT FOOTBALL / STEAM / DEAD CELEBRITIES / THE BLAIR WITCH PROJECT


Posts: 5536
Registered: 12-00



andrewj said:
Old versions of EDGE (1.28a and earlier) supported 16-bit modes, whatever that was called, "hicolor" iirc.


Did that not go right back to some versions of DOSDoom too?

Old Post 03-01-10 23:00 #
Enjay is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
andrewj
Senior Member


Posts: 1344
Registered: 04-02



Enjay said:
Did that not go right back to some versions of DOSDoom too?

Yeah probably, I know I didn't add the code for it, though I (and Erik) did a fair bit of work on the code -- I got it working in Linux and made sure greyscales didn't discolor in 5:6:5 mode, and Erik wrote bilinear filtering column/span drawers, etc...

Old Post 03-02-10 03:05 #
andrewj is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
GhostlyDeath
Forum Retard


Posts: 783
Registered: 08-05


You could use the floyd steinberg formula while converting RGB to indexed. It looks pretty good but you may notice some dots.

Old Post 03-03-10 08:07 #
GhostlyDeath is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 6963
Registered: 01-03


Yuck! Combined with the low resolutions of normal Doom graphics such rough dithering looks awful by default.

Old Post 03-03-10 08:13 #
Graf Zahl is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 6458
Registered: 07-07



Enjay said:
Did that not go right back to some versions of DOSDoom too?

High color mode was also found in NTDoom, with this note in the readme:
code:
New in this version: - Highcolor and other fixes from Chi Hoang's DOSDOOM 0.45 - highcolor looks much better now

Way I read this, Petteri Kangaslampi added high color mode to NTDoom, it didn't work very well, so he then replaced his code by the high color code from DOSDoom.

Old Post 03-03-10 08:15 #
Gez is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
GhostlyDeath
Forum Retard


Posts: 783
Registered: 08-05



Graf Zahl said:
Yuck! Combined with the low resolutions of normal Doom graphics such rough dithering looks awful by default.


At least it's better than positioned.

Old Post 03-03-10 08:32 #
GhostlyDeath is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 21:08. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > Using more than 265 colors in software mode

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory