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[BUG FIXED] PALVERS textures


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 Post subject: PALVERS textures
PostPosted: 02 Jul 2012, 14:25 
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Site Admin  Site Admin
Joined: 19 Jan 2010, 00:05
Posts: 1543
We need paletted versions of the following textures:
- TM_BACK.png
- TM_PALM2.png
- TM_PALM3.png

(TM_PALM1.png degrades acceptably to paletted colors, so it's okay.)

These three textures become unforgivably ugly in the Doom palette (including the slightly tweaked ZDCMP2 palette).

Note that paletted version can be anything actually. It doesn't have to be the original processed through Photoshop's gradient map magic until they fit the palette. It just needs to be something with the same physical dimensions that will look okay in the ZDCMP2 palette.
I want YOU to read the wiki.
And this one too. Also, SLADE3.


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 Post subject: Re: PALVERS textures
PostPosted: 03 Jul 2012, 10:43 
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Hades Elemental  Hades Elemental
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Joined: 19 Dec 2010, 18:53
Posts: 317
Location: Finland
Because said textures will get paletted anyway I'd also suggest converting them to doom graphic format, that way we can save filesize as doom graphic format textures compress better.


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 Post subject: Re: PALVERS textures
PostPosted: 03 Jul 2012, 12:00 
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PNG compress less well in the PK3 because they're already compressed. (Especially after running PNGOUT and DeflOpt on them.)


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 Post subject: Re: PALVERS textures
PostPosted: 03 Jul 2012, 16:37 
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Hades Elemental  Hades Elemental
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Joined: 19 Dec 2010, 18:53
Posts: 317
Location: Finland
I know that. :P Guess you can first run them through doom graphic format to filter out the redundant colors and export them as png. I think that way you'll get maximum compression.


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 Post subject: Re: PALVERS textures
PostPosted: 03 Jul 2012, 20:04 
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Imp  Imp
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Joined: 17 Dec 2009, 08:58
Posts: 49
Compression doesn't work that way. Besides, the PALVERS version has to be in palette anyway.


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 Post subject: Re: PALVERS textures
PostPosted: 14 Aug 2012, 19:56 
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Joined: 11 Dec 2009, 18:51
Posts: 4269
Location: Germany
Just done


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