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myolden

Custom palette not working correctly in prboom+

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Bit of a strange issue here. I have a custom palette that replaces the orange range with an extended pink range: image.png

 

I also have recolored sprites for the teleport fog:

 TFOGA0.png TFOGB0.pngTFOGC0.pngTFOGD0.pngTFOGE0.pngTFOGF0.pngTFOGG0.pngTFOGH0.pngTFOGI0.pngTFOGJ0.png

 

These sprites are all palettized correctly. I indexed them in gimp with my custom palette loaded, and I also converted them to Doom Format with the custom palette specifically. I can also see in Slade that all of the colors in that sprite exist in the custom palette.

Everything finished, prboom+ gives me this ugly sprite that appears to be using the original orange range: 

 

 

 

 

However, when I test this same WAD in dsda or Crispy, it works just fine:
 

 

 

 

 

I tried a fresh install of prboom+ and that doesn't seem to fix the issue. Does anyone have any ideas on how to fix this beyond adding a disclaimer that the wad is not compatible with prboom?

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I think you can force things not to be transparent via .deh

 

Spoiler

Title                   : No Translucent Things (dehacked patch)
Filename                : notransl.deh
Release date            : 31-Jan-2006
Author                  : Graham "Grazza" Burgess

 

=============================================================================================

 

Patch File for DeHackEd v3.0

# Note: Use the pound sign ('#') to start comment lines.

Doom version = 19
Patch format = 6


Thing 5 (Archvile Attack)
Bits = 528

Thing 8 (Fireball Trail)
Bits = 528

Thing 10 (Mancubus Fireball)
Bits = 67088

Thing 17 (Baron Fireball)
Bits = 67088

Thing 30 (Demon Spawn Fire)
Bits = 528

Thing 32 (Imp Fireball)
Bits = 67088

Thing 33 (Caco Fireball)
Bits = 67088

Thing 35 (Plasma Bullet)
Bits = 67088

Thing 36 (BFG Shot)
Bits = 67088

Thing 37 (Arach. Fireball)
Bits = 67088

Thing 38 (Bullet Puff)
Bits = 528

Thing 40 (Teleport Flash)
Bits = 528

Thing 41 (Item Respawn Fog)
Bits = 528

Thing 56 (Soul Sphere)
Bits = 8388609

Thing 57 (Invulnerability)
Bits = 8388609

Thing 59 (Blur Sphere)
Bits = 8388609

Thing 63 (Mega Sphere)
Bits = 8388609
 

 

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32 minutes ago, boom_compatible said:

I think you can force things not to be transparent via .deh

 

  Reveal hidden contents

Title                   : No Translucent Things (dehacked patch)
Filename                : notransl.deh
Release date            : 31-Jan-2006
Author                  : Graham "Grazza" Burgess

 

=============================================================================================

 

Patch File for DeHackEd v3.0

# Note: Use the pound sign ('#') to start comment lines.

Doom version = 19
Patch format = 6


Thing 5 (Archvile Attack)
Bits = 528

Thing 8 (Fireball Trail)
Bits = 528

Thing 10 (Mancubus Fireball)
Bits = 67088

Thing 17 (Baron Fireball)
Bits = 67088

Thing 30 (Demon Spawn Fire)
Bits = 528

Thing 32 (Imp Fireball)
Bits = 67088

Thing 33 (Caco Fireball)
Bits = 67088

Thing 35 (Plasma Bullet)
Bits = 67088

Thing 36 (BFG Shot)
Bits = 67088

Thing 37 (Arach. Fireball)
Bits = 67088

Thing 38 (Bullet Puff)
Bits = 528

Thing 40 (Teleport Flash)
Bits = 528

Thing 41 (Item Respawn Fog)
Bits = 528

Thing 56 (Soul Sphere)
Bits = 8388609

Thing 57 (Invulnerability)
Bits = 8388609

Thing 59 (Blur Sphere)
Bits = 8388609

Thing 63 (Mega Sphere)
Bits = 8388609
 

 

That's one way to do it, I suppose, but surely there should be a translation table somewhere.

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Did you make sure to create a new COLORMAP to go with the new palette? Or maybe PrBoom requires some sort of additional file for its transparency effect, and it's based on the original palette

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16 minutes ago, SMG_Man said:

Did you make sure to create a new COLORMAP to go with the new palette? Or maybe PrBoom requires some sort of additional file for its transparency effect, and it's based on the original palette

Wiki says there should be TRANSMAP, but I can't find it.

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1 hour ago, SMG_Man said:

Did you make sure to create a new COLORMAP to go with the new palette? Or maybe PrBoom requires some sort of additional file for its transparency effect, and it's based on the original palette

Yes, I do have a new colormap generated from the new palette 

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Traditionally, you need a TRANMAP that tells the engine how the new colors mix with regards to translucency. I don't know if/which source ports still support it though.

 

Even if you are able to generate a TRANMAP, it's still possible that it won't give you perfect results, depending on the colors you choose, because it has to select from the 256 base colors from the palette.

 

In my opinion, I don't think purples ranges will mix well if generated automatically. You're probably going to have to manually tweak the TRANMAP image until you get it looking to your liking. Or just disable translucency on the teleport fog entirely and save yourself some headaches. :)

 

Btw: here is a good source of information on how to generate your own TRANMAP, with some examples and source images.

Edited by EarthQuake

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