myolden Posted November 14, 2022 Bit of a strange issue here. I have a custom palette that replaces the orange range with an extended pink range: I also have recolored sprites for the teleport fog: 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? 1 Quote Share this post Link to post
Peccatum Mihzamiz Posted November 14, 2022 I tested the resource pack and I only got these errors in prboom+, not in glboom. No idea why though. I'm not that familiar with software/hardware stuff. 1 Quote Share this post Link to post
ViolentBeetle Posted November 14, 2022 It seems when sprites are drawn translucent, it doesn't produce correct results. But what can be done about it? 0 Quote Share this post Link to post
boom_compatible Posted November 14, 2022 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 0 Quote Share this post Link to post
ViolentBeetle Posted November 14, 2022 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. 0 Quote Share this post Link to post
SMG_Man Posted November 14, 2022 (edited) 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 Edited November 14, 2022 by SMG_Man 0 Quote Share this post Link to post
ViolentBeetle Posted November 14, 2022 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. 0 Quote Share this post Link to post
myolden Posted November 15, 2022 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 0 Quote Share this post Link to post
EarthQuake Posted November 15, 2022 (edited) 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 November 15, 2022 by EarthQuake 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.