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Nihal's Pallette Collection - [Update 6.2] CGA Palettes!


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37 minutes ago, OpenRift said:

What I mean is like the kind of colors you see from filmstock from the 70s and early 80s, especially in low-budget b-movies and stuff like that.

aight

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11 hours ago, indigotyrian said:

These rule!

 

I'd also like to see a CGA-inspired palette, something kinda like bipack but with green/yellow/red and white/cyan/magenta.

 
Alright, next up will be CGA due to popular demand.

It wont be a *strict* CGA palette, like having only 3 bits of color at a time, that would make things look unplayable + they exist

the colors will be inspired by CGA palettes but ofcourse but with different shades so it doesnt make your eyes bulge out

Edited by NihalRahman123

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12 hours ago, indigotyrian said:

These rule!

 

I'd also like to see a CGA-inspired palette, something kinda like bipack but with green/yellow/red and white/cyan/magenta.

 

12 hours ago, Sneezy McGlassFace said:

Yes, CGA!! Both palettes/modes, please

 

14 hours ago, BeachThunder said:

CGA.


Something like this?, I'll do the other palette/modes. If you guys want a pure 4bit CGA palette, I mean I guess I can do that but also people have made that for doom in the past, no point spending my own time. This is an interpolation of CGA colors.

8SeelE7.pngfa12XaO.png

very certain and small amount of sprites and flats look a little weird due to the specific index of colors they use from the palette, but i tried my best to manually set the cyan and magentas so that weirdness doesnt happen in a large scale ( as opposed to automatically use math to do a CGA palette )

as for the different blend palettes, damage is a magenta, rad suit is cyan, and item pickups are gray

Edited by NihalRahman123

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16 hours ago, OpenRift said:

What I mean is like the kind of colors you see from filmstock from the 70s and early 80s, especially in low-budget b-movies and stuff like that.

i might need to do some research and analysis for that, to get a good set of references to make the palette

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Just now, Sneezy McGlassFace said:

My god it's beautiful!!

 

Maybe little tweak to the yellow range into white? To make the keys distinct


I swear to god I did, the screenshot was maybe using the old version without it

my bad in that case :p

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2 minutes ago, Mr Masker said:

Wow, it feels like there's a new pallete every time I visit this thread! Cool stuff here


Thanks. I try to make them semi-regularly, if I have any ideas/requests that is. Hopefully more people request palettes and it picks up steam. There is a decent backlog of things i want to make still

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13 minutes ago, Shepardus said:

Those CGA palettes have no right to look as good as they do.


One more left, this one im skeptical about the look but we will see

[ Edit ] Managed to make it look decent

Edited by NihalRahman123

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21 minutes ago, RonLivingston said:

would there be a strife pallet for doom?

Need to investigate, never played strife so no clue

[ Edit ]: Ok maybe possible, but we will see

Edited by NihalRahman123

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The CGA palettes are great! I've always liked the color schemes of the CGA palettes, especially Mode 5's.

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Im putting way more effort in the strife palette imitation that i should, and it will probably look significantly worse than i expect it to, but why not. about 80% done

Will continue this later, doesnt look half bad

Edited by NihalRahman123

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2 hours ago, NihalRahman123 said:

Added the last CGA palette! hope the peeps who requested are happy with it

9QyAYpT.png

Very! I'm mildly obsessed with CGA, and this made my day :D

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3 hours ago, NihalRahman123 said:

Added the last CGA palette! hope the peeps who requested are happy with it

This is actually really awesome. I thought the other CGA palettes were a little too "clean" for CGA (though they look pretty good still) but the intense primary colours of this one looks more convincing while still somehow looking good.

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2 minutes ago, plums said:

This is actually really awesome. I thought the other CGA palettes were a little too "clean" for CGA (though they look pretty good still) but the intense primary colours of this one looks more convincing while still somehow looking good.


Get you, but again, goal wasnt to make it authentic 4 bit, just adapt the colors in the palette. if there is demand i might make a less clean version of the palettes.

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I really dig the Orthochromatic palette! Looks awesome and especially fitting for castles and medieval settings. Unfortunately, the palette changes for damage and item pickups still use red and yellow tints, respectively, which clashes with the black-white aesthetic, and the work-around suggested in the OP of simply disabling palette changes in the menu altogether isn't a very useful approach since you really need that visual feedback for damage and pickups in the game, especially for harder maps.

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@Gregor how about this? Hopefully @NihalRahman123 doesn't mind me doing this, I'll take it down on request. I don't need any credit for it myself if someone is to use it in a wad of their own.

 

https://user.fm/files/v2-497c750d875fe1c49f0cc73239d7e8b2/Orthochromatic_full.wad

 

Pain reduces contrast, pickups increase brightness, radsuit increases contrast (and should probably be brighter but I was having a hard time coming up with something visually distinct).

Edited by plums

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Pardon spamming, could not resist sharing some screengrabs after seeing CGA filters having been released:

 

etrn12.png.1d505667c8e9ca4d8bf73c3f3261f4c8.png

 

EDIT: one more pic, actually :)

 

Spoiler

 

etrn03.png.5a4434fff1fca8e43febbd13fbca4032.png

etrn06.png.a4e60ee1671e18b4aaed0fbb63c6555e.pngetrn04.png.a3795113d0ae5c7bfaca2e52a5149b48.png

etrn06_.png.73a2146614d3ca19d484f2a2717e0a14.png

 

Edited by ludicrous_peridot
one more pic

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1 hour ago, Gregor said:

I really dig the Orthochromatic palette! Looks awesome and especially fitting for castles and medieval settings. Unfortunately, the palette changes for damage and item pickups still use red and yellow tints, respectively, which clashes with the black-white aesthetic, and the work-around suggested in the OP of simply disabling palette changes in the menu altogether isn't a very useful approach since you really need that visual feedback for damage and pickups in the game, especially for harder maps.


i get your point, but you cannot have any feedback without color, maybe some contrast changes? ill experiment and update accordingly

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