It is currently 21 May 2013, 22:37

Post new topic Reply to topic  Page 2 of 3
 [ 23 posts ]    1, 2, 3  

Rule: Use paletted PNGs for sprites.


Author Message
 Post subject: Re: Rule: Use paletted PNGs for sprites.
PostPosted: 27 Feb 2012, 21:51 
Offline
Mancubus  Suffer.
User avatar
Joined: 18 Dec 2009, 20:36
Posts: 665
Location: Bucharest
Blue Shadow wrote:
Not to mention converting the sprites and sounds that need conversion.

I'm okay with sprites being changed to PNG, but I'm not okay with Doom sounds becoming OGG or FLAC, because I'll have to do the extracting/converting/importing thing when I port the monsters to other ports.
Available for download:
Automatic Wolfenstein - autonomous bot for Wolfenstein 3D


Top
 Profile  
 
 Post subject: Re: Rule: Use paletted PNGs for sprites.
PostPosted: 27 Feb 2012, 21:53 
Offline
Icon of Sin  Icon of Sin
Joined: 19 Dec 2009, 17:08
Posts: 1053
Quote:
but I'm not okay with Doom sounds becoming OGG or FLAC, because I'll have to do the extracting/converting/importing thing when I port the monsters to other ports.


Um, Slade can play OGG sounds in the editor? Not sure what you mean?


Top
 Profile  
 
 Post subject: Re: Rule: Use paletted PNGs for sprites.
PostPosted: 27 Feb 2012, 22:22 
Offline
Hell Warrior  Hell Warrior
Joined: 05 May 2010, 01:00
Posts: 513
Location: British Columbia, Canada
AFAIK, slade can only convert sounds between WAV and doom sound.


Top
 Profile  
 
 Post subject: Re: Rule: Use paletted PNGs for sprites.
PostPosted: 27 Feb 2012, 22:23 
Offline
Icon of Sin  Icon of Sin
Joined: 19 Dec 2009, 17:08
Posts: 1053
Oh right, I understand now. Yeah that is annoying, I use Audacity to do it, but I have to do it manually. :-/


Top
 Profile  
 
 Post subject: Re: Rule: Use paletted PNGs for sprites.
PostPosted: 28 Feb 2012, 00:23 
Offline
Site Admin  Site Admin
Joined: 19 Jan 2010, 00:05
Posts: 1546
Practically all ports support Ogg Vorbis. The only that doesn't is Choco, for purely ideological reasons. (And vanilla, but it's not a port.)

Though I only checked music, not sounds.
I want YOU to read the wiki.
And this one too. Also, SLADE3.


Top
 Profile  
 
 Post subject: Re:
PostPosted: 28 Feb 2012, 06:07 
Offline
Chaingunner  Zzz
User avatar
Joined: 11 Jul 2011, 15:18
Posts: 142
Location: Is laaaaaaaaaaazy
Gez wrote:
A paletted PNG will have only one transparency level per palette color, and many image editing tools will have an approach that can be summed up as "fuck it, let's just use one fully transparent color and make all others fully opaque and those partially translucent areas get opaque if their alpha was 128 or more, invisible if it was 127 or less, done."

By the looks of it, Skulltag does that too. (And so alpha-palettes get mangled.)
Dunno if GZDoom/ZDoom do it too.


Top
 Profile  
 
 Post subject: Re: Rule: Use paletted PNGs for sprites.
PostPosted: 28 Feb 2012, 07:49 
Offline
Hades Elemental  Some Kind of Monster
User avatar
Joined: 20 Feb 2012, 21:52
Posts: 347
Location: Southern California
Let's say, for sake of example, that we want to offer a sprite set in truecolor PNG, for the benefit of gzDoom users, that uses colors out of the range of regular zDoom. Would this be frowned upon? Or, would truecolor PNG be acceptible if we also offered a corresponding sprite set in paletted PNG that was mapped to the range of colors in regular zDoom?
Co-founder of Awesome Towne, an indie game studio--come visit our website!


Top
 Profile  
 
 Post subject: Re: Rule: Use paletted PNGs for sprites.
PostPosted: 28 Feb 2012, 15:08 
Offline
Site Admin  Site Admin
Joined: 19 Jan 2010, 00:05
Posts: 1546
Alright, so once again: most sprites don't need to be truecolor. They're fine with their own custom palette.

A few sprites corresponding mostly to special effects may need truecolor however.

Just because a PNG is paletted doesn't mean it uses the Doom palette.


Top
 Profile  
 
 Post subject: Re: Rule: Use paletted PNGs for sprites.
PostPosted: 29 Feb 2012, 14:34 
Offline
Wraith  Wraith
User avatar
Joined: 13 Dec 2009, 21:47
Posts: 82
Heres more monsters with doomgfx:

Azazel
Cultist
Death Incarnate (Probably all DE monsters are doomgraphics)
Death Knight
Fleshwizard
Hellion
Hellguard
InfernalSpider (This one is having changes done to it anyway, and it uses translations so this one is going to be a bit more tricky)
Wicked
Vulgar


Top
 Profile  
 
 Post subject: Re: Rule: Use paletted PNGs for sprites.
PostPosted: 29 Feb 2012, 21:03 
Offline
Site Admin  Site Admin
Joined: 19 Jan 2010, 00:05
Posts: 1546
Translations don't work right on anything that isn't in Doom's native formats. Even if you use a PNG with the game palette, translations will glitch slightly.


Top
 Profile  
 
Display posts from previous:  Sort by  
Moderators: Ghastly, NeuralStunner

Post new topic Reply to topic  Page 2 of 3
 [ 23 posts ]    1, 2, 3  


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to: