ignatiOS Posted May 15, 2021 I mostly want this for the menu backgrounds and other stuff for the menu. I’ve tried turning pngs into doom textures using slade, but they are way too big. 0 Quote Share this post Link to post
1 Kappes Buur Posted May 15, 2021 (edited) Turning png images (true image colours) into doom palette images is indeed a major stumbling block, caused by the limited colour choices of that palette. In most, if not all, attempts of conversion the image turns into a colourless mess. The only way to use png images properly is to use a sourceport which supports the png format. Edited May 15, 2021 by Kappes Buur 1 Quote Share this post Link to post
1 RDETalus Posted May 15, 2021 (edited) If you want to keep it vanilla, the title pic for the doom2.wad is 320 x 200 pixels so you'll need to downsize your image if it's too big. Paint.net is a nice free program for doing this because it supports different types of resampling methods when you go downsize (or upsize) your image; this might be important for getting that chunky pixel look if you want it. Edited May 15, 2021 by RDETalus 2 Quote Share this post Link to post
0 ax34 Posted May 15, 2021 8 hours ago, Kappes Buur said: In most, if not all, attempts of conversion the image turns into a colourless mess. mtPaint can do it better than other editors 0 Quote Share this post Link to post
0 Koko Ricky Posted May 15, 2021 Make sure you know the dimensions of the texture or graphic you're replacing, or if it's a new texture, make sure it's multiples of 2, with 64x64 and 128x128 being popular. Photoshop can greatly assist in getting the color reproduction to look good in Doom's palette. SLADE can convert textures as well bit has limited options for adjusting the image to best suit the palette. Source ports like Zdoom and GZDoom support png. 0 Quote Share this post Link to post
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ignatiOS
I mostly want this for the menu backgrounds and other stuff for the menu.
I’ve tried turning pngs into doom textures using slade, but they are way too big.
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