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Converting PNG to Doom format messes up colors


Gregor

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Hi there. I'm trying to convert the wide status bar PNG inside the Scythe2_wide.wad from truecolor PNG to Doom format so it will load with DSDA. However, converting it with Slade to Doom Gfx (Paletted) messes up the graphic, turning it into pixel garbage. How do i do this correctly?

 

539568408_SLADE18_06.202222_43_38.png.77239f7dc19b8e05af400d39a1d92426.pngdoom00.png.9ea88733defac523ab0a1ff5d97a779b.png

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Looking at that SLADE3 screenshot: in the Colour Options segment of SLADE's graphic conversion of have you setted the current graphic's format to Doom? Because in the screenshot it's "Existing/Global" and not Doom.

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Aha! There's the rub...

 

Thank you. So the "existing/global" setting just makes use of the palette already present in the PNG?

Edited by Gregor

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I think by default it uses a simple grayscale palette, which doesn't align with how Doom's palette is arranged, so in Doom you just get garbage like what you saw.

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9 minutes ago, esselfortium said:

I think by default it uses a simple grayscale palette, which doesn't align with how Doom's palette is arranged, so in Doom you just get garbage like what you saw.

Thanks for the clarification. Makes a lot more sense now.

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1 hour ago, Gregor said:

Aha! There's the rub...

 

Thank you. So the "existing/global" setting just makes use of the palette already present in the PNG?

The existing/global palette uses the current PLAYPAL present in the WAD, and if there aren't any it turns to greyscale. If you want a simple fix without having to click the "Doom" setting everytime, just copy the PLAYPAL from DOOM.WAD or DOOM2.WAD.

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