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Aeyesx Dominating!
Joined: 13 Oct 2012
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Posted: Sat Apr 07, 2018 11:55 pm Post subject: Fixed doom colormap |
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Hi,
Posting fixed doom colormap. I created my own one but because i was not first one I'll post Marisa Kirisame's original result because I believe he spend more time thinking about it.
What's wrong with it?
The original doom colormap was created using 33 light levels but engine expects only 32 to display. This results into inaccurate light scaling and in-fact you can never see total darkness, even with light 0 sector. The corrected one is generated properly. Feel free to use it, difference is little.
Original
Fixed one
[/img]
Last edited by Aeyesx on Mon May 07, 2018 11:00 am; edited 1 time in total |
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Aeyesx Dominating!
Joined: 13 Oct 2012
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Posted: Fri Apr 13, 2018 1:12 pm Post subject: |
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I am using a lot of translucent objects so I wondered if I could use some trickery or just gain some render performance boost by using TINTMAP or TRANMAP. Developers say that it was simply abandoned and it wouldn't offer any performance boost anyway (possibly only in certain silly cases but most likely not.)
Those maps are hard to find anyway (The ones with doom pallete) and are rarely supported by doom ports. I searched in ZD 1.06 source and both are either commented out or simply absent/ignored. Writing this just for a pure information if anyone uses google to search for those. |
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