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TomsterleyGaming

Why does this happen?

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I am using SLADE3 and Doom 2 to make a custom 3d shooter, my textures show up coloured in SLADE, but when i open it in doom, it is black and white until i move up close to the texture, help?

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If you are using ZDoom, maybe the way it renders the world is what is going on. I think it is something to do with software rendering. Some source ports use other methods, try those perhaps.

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TomsterleyGaming said:

it is black and white until i move up close to the texture, help?


Texture/s wouldn't happen to be light blues (or other colours outside Doom's palette/colormap gamut) would they? Screenshots might help discern your problem.

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I am going to try and switch over to Doomsday Engine and see if that fixes it.

EDIT: This did not work.

Jayextee said:

Texture/s wouldn't happen to be light blues (or other colours outside Doom's palette/colormap gamut) would they? Screenshots might help discern your problem.


No, they are not, I can include screenshots.

https://gyazo.com/57598bd491efc0b41b261c628e039438

https://gyazo.com/95afbd17636070c9b8d2966f12891a9b

However, what is odd is that when a weapon is fired, the texture shows up fine on one axis.

https://gyazo.com/b3387d93cad1aa76df8372b0555d9195

Edit: Gif of above image in action

https://gyazo.com/8610e2ccf4d0b735d53cdc47c7dfb1c6

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Jayextee said:

(or other colours outside Doom's palette/colormap gamut)


Ah. Magenta is even worse than light blue, as there are maybe about five or six shades in Doom's palette and you're using one of the darker ones by the looks of it.

Either try .png (or other truecolour format) textures or a different shade (the pinky demon flesh tones, for example -- although this may fade down to browns instead).

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Magenta is the colour it is supposed to be, is there a way i can have it show up coloured?

EDIT: Two screenshots below of me editing the texture in SLADE3

https://gyazo.com/d5092e830cdaf028f43abc0f15790feb

https://gyazo.com/cfb63191b49a632642440ccbe20549e3

Xegethra said:

If you are using ZDoom, maybe the way it renders the world is what is going on. I think it is something to do with software rendering. Some source ports use other methods, try those perhaps.


I do not think this is the case, as I have tried other source ports with no avail.

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Jayextee said:

Either try .png (or other truecolour format) textures or a different shade (the pinky demon flesh tones, for example -- although this may fade down to browns instead).

With the software renderer it won't be any different, because it's still restricted to the palette (at least in ZDoom).

Using a true color engine (like GZDoom) might help. Or making your own palette.

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The way the lighting works in Doom, is that color shades get darker as the player gets further away from them. Doom has a limited range of colors (More common colors like brown, tan, gray, green, and pink have the largest ranges, the more rare ones like blue, yellow, purple and dark red have smaller)

The larger the range of colors, the smoother the transition looks when things go from light to dark. If the range is shorter, the gradient is more jagged and ugly. In your screenshot, it looks as if your texture is using dark purple in the base texture, so there isn't any more purple-like colors for Doom to pick from that get darker than that besides dark gray, which is why it appears gray from far away, and purple up close.

You could try

1. Making your purple texture a brighter shade of purple.

2. Import a new pallete where purple gets a larger color range and some other color you don't intend to use much gets a shorter range

3. Max out the the lighting in the room so that the texture doesn't need to get darker

the third is the easiest solution as it can be done from the map editor, and from the looks of it your project idea doesn't look like it will need much emphasis on lighting.

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Thank you for all the help guys! It seems switching over to GZDoom 1.8.10 (cuz of opengl issuses with other versions) has fixed the issue! This issue will now be closed :)

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40oz said:

2. Import a new pallete where purple gets a larger color range and some other color you don't intend to use much gets a shorter range


He's not going to do this, but if he did he would also need to generate a new colormap lump otherwise it wouldn't work correctly anyway.

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Wolfenstein 3d palette is good for textures that are virbant and pretty. There are wolfenstein in doom mods that have suitable colormaps.

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