Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
plums

valuepal - preserve brightness values when taking damage

Recommended Posts

A small little palette mod I made, keeps the light/dark values of colours when taking damage, so your screen becomes redder without being a solid red colour. Also affects item pickup and radsuit palettes. Inspired by Doomkid's similar palette effect in The Devilz Work.

Probably only works in software renderers.

Faked screenshot of E1M1 at max damage:


Download:

v2: http://www.mediafire.com/download/s12aog38u15eel6/valuepal2.wad
v2 (damage palette only): http://www.mediafire.com/download/yv5yh8jcu5fsh83/valuepald.wad

v1: https://www.mediafire.com/?rczht0d4cncqmy5

Share this post


Link to post
plums said:

Probably only works in software renderers.

Won't work in software ZDoom either since it uses blending values for instead of palettes beyond the first in PLAYPAL.

Share this post


Link to post

I found the new item pickup effect annoying, everything turning puke green is just unpleasant. And it's way too noticeable compared to the original effect imo, picking up one little health bonus shouldn't be such a big event. Maybe I'm overthinking this.

Share this post


Link to post

This idea is very old. Even Inkworks has an option to generate palette effects that don't affect visibility, as far as I remember.

Share this post


Link to post
Memfis said:

I found the new item pickup effect annoying, everything turning puke green is just unpleasant. And it's way too noticeable compared to the original effect imo, picking up one little health bonus shouldn't be such a big event. Maybe I'm overthinking this.


Nah, you aren't. When you're used to the way Doom works after playing it for so long, even tiny little things that don't seem quite right become unbearable sometimes.

Here's two more. Both have a different curve on the red so that the lower damage levels are a bit redder.
Damage palette only: http://www.mediafire.com/download/yv5yh8jcu5fsh83/valuepald.wad
Less pukey yellow: http://www.mediafire.com/download/s12aog38u15eel6/valuepal2.wad


@Gez: thanks, didn't realize that.

@Da Werecat: I'm sure the idea is as old as the first palette editor, and maybe even this implementation has been done exactly the same already. But I hadn't found one that looks quite like this before. And it was minimal work anyhow.

Share this post


Link to post

Really interesting work, I haven't seen anything like this before.

While it's a good idea, my criticism would be that it makes the red flashes less obvious than they usually are. It helps to have that visual feedback that you're taking damage.

Maybe some kind of hybrid system that combines this and the normal damage effect would be better?

Share this post


Link to post
Da Werecat said:

This idea is very old. Even Inkworks has an option to generate palette effects that don't affect visibility, as far as I remember.


that's how I did mine in uu2

Share this post


Link to post
fraggle said:

Really interesting work, I haven't seen anything like this before.

While it's a good idea, my criticism would be that it makes the red flashes less obvious than they usually are. It helps to have that visual feedback that you're taking damage.

Maybe some kind of hybrid system that combines this and the normal damage effect would be better?


Thanks fraggle. I thought the v2 update gave enough of an indication, I can notice the screen change even at the lowest palette change. But I can try blending in the red a bit more too, especially if someone specifically wants to use it.

I'll take a look at Da Werecat's link, maybe it is close enough?


Next up is doing the same for Heretic/Hexen/Strife.

Share this post


Link to post

Really interesting work! I tend to forget that damage and powerup effects are actually based on entirely changed palettes and not just look-up tables like the whole lighting implementation (COLORMAP) and the invincibility view.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×