MSPaintR0cks Posted February 28, 2010 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. 0 Share this post Link to post
Graf Zahl Posted February 28, 2010 You'd need a true color renderer for that. But no software rendering port has done that yet. 0 Share this post Link to post
Gez Posted February 28, 2010 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. 0 Share this post Link to post
Graf Zahl Posted February 28, 2010 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. 0 Share this post Link to post
Gez Posted February 28, 2010 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. 0 Share this post Link to post
esselfortium Posted February 28, 2010 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. 0 Share this post Link to post
MSPaintR0cks Posted February 28, 2010 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. 0 Share this post Link to post
Graf Zahl Posted February 28, 2010 ZDoom can display 2D elements in true color but not the 3D-view of the game itself. 0 Share this post Link to post
andrewj Posted March 1, 2010 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. 0 Share this post Link to post
Graf Zahl Posted March 1, 2010 I once tried long ago and was totally dissatisfied with the lack of color precision. 0 Share this post Link to post
Enjay Posted March 1, 2010 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? 0 Share this post Link to post
andrewj Posted March 2, 2010 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... 0 Share this post Link to post
RestlessRodent Posted March 3, 2010 You could use the floyd steinberg formula while converting RGB to indexed. It looks pretty good but you may notice some dots. 0 Share this post Link to post
Graf Zahl Posted March 3, 2010 Yuck! Combined with the low resolutions of normal Doom graphics such rough dithering looks awful by default. 0 Share this post Link to post
Gez Posted March 3, 2010 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:New in this version: - Highcolor and other fixes from Chi Hoang's DOSDOOM 0.45 - highcolor looks much better nowWay 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. 0 Share this post Link to post
RestlessRodent Posted March 3, 2010 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. 0 Share this post Link to post