Blastfrog Posted September 17, 2016 I used to be vehemently opposed to changing the palette, though I feel differently now. This is a WIP and still needs adjustment and feedback. https://www.dropbox.com/s/yjrdz0z2saiizji/fdpal_r1.wad?dl=0 0 Share this post Link to post
AxelMoon Posted September 17, 2016 Mind throwing up a before and after picture? 0 Share this post Link to post
Voros Posted September 18, 2016 Why do you want to change the pallete again? 0 Share this post Link to post
Voros Posted September 18, 2016 Decided to give this a go: -you messed up with the red/pink colours. -changing the blue into purplish colors doesn't work so well ingame. -some sprites look washed out (the orb monster for example). On the other hand: -the angle grinder looks more cooler. -everything looks much more darker and gritty. (IDK if that's a good thing, as I've gotten used to Freedoom's clean-like look) -some sprites look better in a way (the dark soldier has a darker shade) 0 Share this post Link to post
uhbooh Posted September 18, 2016 Considering that one of freedooms goals is PWAD compatibility, this might not be a good idea. 0 Share this post Link to post
Death Egg Posted September 20, 2016 I don't see how a new palette that eventually with tweaking will work with the original assets wouldn't work with doom. Just need to find the right balance first. 0 Share this post Link to post
raymoohawk Posted September 20, 2016 tho it still needs work, this is pretty cool already. i particularly like the funky pinks i think the only part i dont like is that things look overall darker 0 Share this post Link to post
Blastfrog Posted October 6, 2016 I should probably have posted screenshots, sorry about not doing that. On another note, I've been retexturing map02 with Aquatex. 0 Share this post Link to post
Voros Posted October 6, 2016 Which Aquatex? V6 or the fixed V7 you made? Tbh, I prefer V6, as sldr_tex is like a mashup to me. Aquatex V6 seems perfect ATM. And avoid using AQSUPP02 and AQSUPP09. Man, you already started retexturising. Gotta hurry up then if i want the aquatex textures to be in Freedoom. 0 Share this post Link to post
Quasar Posted October 6, 2016 I had an idea earlier of a slightly darker and more contrasted palette independently w/o having looked at this one yet, which has colors congruent to but not RGB-identical to the original, such that pretty much anything would still look good but have a different twist put on it. I second this, as a starting point at the least, as something that I think is a good idea. 0 Share this post Link to post
Blastfrog Posted October 6, 2016 Voros said:Which Aquatex? V6 or the fixed V7 you made?The latter. Voros said:And avoid using AQSUPP02 and AQSUPP09.Why's that? They seem to be perfectly fine textures. 0 Share this post Link to post
Voros Posted October 6, 2016 SUPP02 and SUPP09 dont have a power-of-2 height, so visual glitches may occur. 0 Share this post Link to post
Blastfrog Posted October 6, 2016 Voros said:SUPP02 and SUPP09 dont have a power-of-2 height, so visual glitches may occur.No? They're both 128 tall. 0 Share this post Link to post
Voros Posted October 6, 2016 Blastfrog said:No? They're both 128 tall. Oops, I meant width. 0 Share this post Link to post
Blastfrog Posted October 6, 2016 Voros said:Oops, I meant width.That actually isn't problematic. It's non-power-of-two heights that cause issues, not widths. 0 Share this post Link to post
Da Werecat Posted October 6, 2016 Both cause different issues. Wrong height (basically, anything other than 128) won't tile in vanilla. Wrong width (NPOT) will cut the texture off to the next power-of-two in many engines. 0 Share this post Link to post
Voros Posted October 6, 2016 Benjogami said:Didn't sign up, but I've been mucking about anyhow. Ran into a headscratcher with AQSUPP09. Looks like this in GZDB: But like this in-game: 0 Share this post Link to post
Blastfrog Posted October 6, 2016 Looks like I was wrong. I suppose I could go ahead and make power of two versions then. EDIT: Aaaaand done. 0 Share this post Link to post
AxelMoon Posted October 6, 2016 Blastfrog said:I should probably have posted screenshots, sorry about not doing that. On another note, I've been retexturing map02 with Aquatex. http://i.imgur.com/yO5q7do.png http://i.imgur.com/9CB3TJO.png You see? This actually compliments the map pretty well. I like it quite a lot. 0 Share this post Link to post
Voros Posted October 6, 2016 Blastfrog said:Looks like I was wrong. I suppose I could go ahead and make power of two versions then. EDIT: Aaaaand done. http://i.imgur.com/GFR4CLZ.png http://i.imgur.com/zFC3E5t.png Make em GIFs. And how about applying fixes to TRIM06 and TRIM07? They have non-power-of-2 height , IIRC Edit: ok don't make them GIFs. I can do that myself. Not being picky here, but could you work with Aquatex V6 ATM? V7 is basically V6 with extra stuff, so using V6 won't conflict with V7. Unless, that is, you upload the Aquatex V7 to the Freedoom repo yourself, then i have no objections. I'm currently focusing on uploading Aquatex V6 to the repo, since it's more "clean". Thanks for the SUPP02/09 fix though! @supersomari its the beginning of something beautiful. Hopefully. 0 Share this post Link to post
Blastfrog Posted October 6, 2016 Voros said:And how about applying fixes to TRIM06 and TRIM07? They have non-power-of-2 height , IIRCDone and done. Voros said:Not being picky here, but could you work with Aquatex V6 ATM? V7 is basically V6 with extra stuff, so using V6 won't conflict with V7.I actually want to use the extra textures in V7 (though I'm removing the ones that have ugly color artifacts). So no, I won't use V6, sorry. 0 Share this post Link to post
Xindage Posted October 6, 2016 new pallete whit new textures... looks awsome :D 0 Share this post Link to post
Blastfrog Posted October 6, 2016 I'm making a second revision of the palette, and I changed the sky to be green. 0 Share this post Link to post
Voros Posted October 6, 2016 Blastfrog said:Done and done. http://i.imgur.com/04zeNYu.png http://i.imgur.com/SnAKePH.png Yes! Although you need to fix TRIM07/the yellow and black patch. The black bars aren't in sync.Blastfrog said:I actually want to use the extra textures in V7 (though I'm removing the ones that have ugly color artifacts). So no, I won't use V6, sorry. Oh okay. This is going to be harder. What about those flats that were currently also changed to patches? How about removing them from patches, so that they remain as flats? 0 Share this post Link to post
Xindage Posted October 7, 2016 this is getting great, looking foward it. 0 Share this post Link to post
Voros Posted October 7, 2016 Im still worried about the fact that Soda is using V7. Adding that to Freedoom will be a pain in the ass. For me that is. 0 Share this post Link to post
jmickle66666666 Posted October 7, 2016 loving the shots. i think the palette could still use tweaks but i would need to study it properly to make any suggestions. really nice to see aquatex finally getting used properly! 0 Share this post Link to post
Fonze Posted October 7, 2016 Voros said:Im still worried about the fact that Soda is using V7. Adding that to Freedoom will be a pain in the ass. For me that is. Beggars can't be choosers. 0 Share this post Link to post
Voros Posted October 7, 2016 ^that statement makes no sense with this. V7 is a mess. Some cleaning up would have to be made. But if V6 is added, then the extra stuff in V7 can be added easily. Mostly. So yeah, I'll just concentrate on V6, to make the task seem more simpler. @Soda, the new palette makes the player hands too yellow, like as if the player has jaundice. See if you can fix that. 0 Share this post Link to post