Page 1 of 1

Same sprites looking totally different on "usage"

Posted: Fri Jan 29, 2016 12:16 am
by Erma
'Ello!

Got a little issue here with a spriteset:

This spriteset looks as intended (just like in the SLADE image preview) when the actor using the spriteset is spawned.
Spoiler: The intended result (Open)
Image

When I play/select the character via player setup, the spriteset's colors look like absolute shit.
Spoiler: The actual (crappy) result (Open)
Image


Anyone an idea what could cause this distortion of color? :eek:


Any help is greatly appreciated!

RE: Same sprites looking totally different on "usage"

Posted: Fri Jan 29, 2016 12:32 am
by Fuzzball
I think it may have something to do with player sprites /skins not supporting true colour graphics?

RE: Same sprites looking totally different on "usage"

Posted: Fri Jan 29, 2016 1:42 am
by -_-
damn nice sprite perfectly fits in new gvh nordic darkness

RE: Same sprites looking totally different on "usage"

Posted: Fri Jan 29, 2016 1:56 am
by Doomkid
Fuzzball wrote: I think it may have something to do with player sprites /skins not supporting true colour graphics?
I could have sworn player sprites supported full color in openGL - is it only messed up in the "player setup" screen, or is it also messed up when actually viewed in game?

I'm so sure player graphics can be full color, but I could be way off.

RE: Same sprites looking totally different on "usage"

Posted: Fri Jan 29, 2016 2:15 am
by Erma
Doomkid wrote:
Fuzzball wrote: I think it may have something to do with player sprites /skins not supporting true colour graphics?
I could have sworn player sprites supported full color in openGL - is it only messed up in the "player setup" screen, or is it also messed up when actually viewed in game?

I'm so sure player graphics can be full color, but I could be way off.
It's both messed up in player select and when viewed in-game (when you're playing as it). If you spawn the actor alone (not playing/controlling it) as a "dummy", the sprites' colors are perfect (see first image).

-----

In the meantime, I've tried converting the palette into every possible Doom palette there is, with the result that the colors look even crappier than before.

RE: Same sprites looking totally different on "usage"

Posted: Fri Jan 29, 2016 2:26 am
by Ænima
Post the DECORATE? Out of curiousity. I don't think that being a player affects any colors in the actor's sprite other than green unless you define a different translation range yourself.

RE: Same sprites looking totally different on "usage"

Posted: Fri Jan 29, 2016 2:29 am
by Erma
Decorate of the actor

[spoiler]Actor Shosanna : PlayerPawn
{
Mass 400
Health 200
Player.SoundClass "Shosanna"
Player.DisplayName "Shosanna"
Player.ForwardMove 0.8
Player.SideMove 0.8
Player.Maxhealth 200
Player.StartItem "ShosannaOffense", 1
Player.StartItem "ShosannaAmmo1", 5
Player.StartItem "ShosannaDefense", 1
Player.StartItem "ShosannaAmmo2", 30
Player.StartItem "IsHuman", 1
Player.StartItem "Screamer", 0
Player.Weaponslot 1, ShosannaOffense
Player.Weaponslot 2, ShosannaDefense
Player.ColorRange 112, 127
Damagefactor "Yurei", 1.4
Damagefactor "YureiBall", 1.4
Damagefactor "creeper", 0.12
Damagefactor "GraveStalkerLure", 1.1
Damagefactor "UboaRawrScream", 0.2
Damagefactor "Ravager", 0.9
DamageFactor "GhostTrap", 0.0
Damagefactor "BlueFire", 1.3
Damagefactor "Lamiafire", 1.3
Damagefactor "Hellzone", 1.1
Damagefactor "minion2", 1.2
Damagefactor "normal", 0.8
Damagefactor "Sentinel", 0.0
Damagefactor "MechPewPews", 0.0
Damagefactor "MacheteSlicerino", 0.0
scale 0.9
PainChance 256
LimitedToTeam 0
+NOSKIN
+NOICEDEATH
+NODAMAGETHRUST
+GHOST
+QUICKTORETALIATE
States
{
Spawn:
SHOS A 1 Setplayerproperty(0,0,0)
SHOS A 40
Loop
See:
SHOS A 4
SHOS A 4 A_SpawnItemEx ("ShosannaStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
SHOS A 4
SHOS A 4 A_SpawnItemEx ("ShosannaStomp", 0, 0, 0, 0, 0, -20, 0,0, 0)
Loop
Missile:
SHOS F 1 A_Settranslucent(1.0)
SHOS EFGHIHGFE 3
Goto Spawn
Melee:
SHOS EFGHIHGFE 3 bright
Goto Missile
Pain.Choke:
TNT1 A 0 A_GiveToTarget("Health",2)
Pain:
SHOS A 4
SHOS A 4 A_Pain
Goto Spawn
Pain.Creepstun:
SHOS A 0 A_Pain
SHOS A 40 Setplayerproperty(0,1,0)
SHOS A 2 Setplayerproperty(0,0,0)
Goto Spawn
Pain.FleshBent:
SHOS A 0 A_Pain
SHOS A 20 Setplayerproperty(0,1,0)
SHOS A 2 Setplayerproperty(0,0,0)
Goto Spawn
Death.Creeper:
SHOS A 0 A_PlaySoundEx("CreeperAttack", "Body")
SHOS A 0 A_SpawnItemEx("CreeperPopUp",0,0,10)
SHOS A 0 A_GiveToTarget("CreeperHeal",1)
SHOS A 0 ACS_ExecuteAlways(997,0,1)
Goto DeathAnim
Death.CreepStun:
SHOS A 0 A_GiveToTarget("Unlock13",1)
SHOS A 0 A_GiveToTarget("CreepGotya",1)
Goto DeathAnim
Death.SjasScream:
SHOS A 0 A_GiveToTarget("KilledJ",1)
Goto DeathAnim
Death:
DeathAnim:
SHOS A 0 A_StopSoundEx ("SoundSlot5")
SHOS A 0 A_TakeInventory("KilledCount",999)
SHOS A 0 A_GiveToTarget("KilledMe",1)
SHOS A 0 A_GiveToTarget("KilledMarine",1)
SHOS A 5
SHOS A 50 A_PlayerScream
SHOS AAA 2 A_Custommissile("ShosannaDeathFire",4)
SHOS A 1 A_Settranslucent(0.9)
SHOS AAA 2 A_Custommissile("ShosannaDeathFire",4)
SHOS A 1 A_Settranslucent(0.8)
SHOS AAA 2 A_Custommissile("ShosannaDeathFire",4)
SHOS A 1 A_Settranslucent(0.7)
SHOS AAA 2 A_Custommissile("ShosannaDeathFire",4)
SHOS A 1 A_Settranslucent(0.6)
SHOS AAA 2 A_Custommissile("ShosannaDeathFire",4)
SHOS A 1 A_Settranslucent(0.5)
SHOS AAA 2 A_Custommissile("ShosannaDeathFire",4)
SHOS AAAAAAAA 2 A_Custommissile("ShosannaDeathFire2",4)
SHOS A 1 A_Settranslucent(0.4)
SHOS A 1 A_Settranslucent(0.3)
SHOS A 1 A_Settranslucent(0.2)
SHOS A 1 A_Settranslucent(0.1)
SHOS AAAAAA 5 A_NoBlocking
SHOS AAA 5
SHOS A -1
Stop
Death.Choke:
SHOS A 0 A_GiveToTarget("Health",15)
Death.Jitter:
SHOS A 0 A_StopSoundEx ("SoundSlot5")
SHOS A 0 A_GiveToTarget("KilledMe",1)
SHOS A 0 A_GiveToTarget("KilledMarine",1)
SHOS A 0 A_GiveToTarget("Crunched",1)
SHOS A 1 A_PlaySound("Gibbage/XSplat")
NULL A 0 A_PlaySound("Gibbage/PlayerGib")
NULL A 0 A_NoBlocking
NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
NULL A -1
Stop
Death.Ravager:
SHOS A 0 A_GiveToTarget("KilledR",1)
SHOS A 0 A_GiveToTarget("Health",25)
SHOS A 0 ACS_ExecuteAlways(997,0,2)
SHOS A 0 A_PlaySoundEx("RavagerAttack","Body")
SHOS A 0 A_SpawnItemEx("RavagerHit",0,0,32)
Goto DeathAnim
Death.RavagerBall:
SHOS A 0 A_GiveToTarget("RavagerGotYa",1)
Goto Death.SjasScream
Death.Yurei:
SHOS A 0 A_GiveToTarget("KilledY",1)
SHOS A 0 A_PlaySoundEx("YureiKill1","Body",0,1)
SHOS A 0 ACS_ExecuteAlways(997,0,3)
Goto DeathAnim
Death.YureiBall:
SHOS A 0 A_GiveToTarget("Health",10)
SHOS A 0 A_SpawnItemEx("BallFire")
Goto Death.SjasScream
Death.Misty:
SHOS A 0 A_GiveToTarget("KilledMe",1)
SHOS A 0 A_GiveToTarget("KilledM",1)
SHOS AAAAA 1 A_FadeOut(0.05)
SHOS A 0 A_PlayerScream
SHOS AAAAAAAAAAA 1 A_FadeOut(0.05)
SHOS A 0 A_NoBlocking
NULL A -1
Stop
Death.Clowny:
SHOS A 0 ACS_ExecuteAlways(997,0,4)
SHOS A 0 A_GiveToTarget("KilledC",1)
Goto DeathAnim
Death.Mohoph:
SHOS A 0 A_GiveToTarget("TransMarine",1)
TNT1 A 0 A_GiveToTarget("MorphAmmo", 1)
SHOS A 0 A_PlaySoundEx("MohophKill","Body")
SHOS A 0 ACS_ExecuteAlways(997,0,5)
Goto DeathAnim
Death.EmtalicWeak:
SHOS A 0 A_PlaySoundEx("RamSuccess","Body")
Goto DeathAnim
Death.Emtalic:
SHOS A 0 A_PlaySoundEx("RamSuccess","Body")
Goto Death.Jitter
Death.I1:
SHOS A 0 A_SpawnItemEx("Heart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
SHOS A 0 A_GiveToTarget("KilledI1",1)
Goto DeathAnim
Death.I2:
SHOS A 0 A_GiveToTarget("KilledMe",1)
SHOS A 0 A_GiveToTarget("KilledI2",1)
SHOS A 0 A_GiveToTarget("Clip",1)
SHOS A 0 SetPlayerProperty(0,1,4)
SHOS A 0 A_Stop
SHOS AAAAAAAAAAAAA 5 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
NULL A 0 A_PlayerScream
NULL A 0 ACS_ExecuteAlways(997,0,6)
NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
NULL A 1 A_SpawnItemEx("SkullGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
NULL A 1 A_SpawnItemEx("ChestGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
NULL AA 1 A_SpawnItemEx("ArmGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
NULL AA 1 A_SpawnItemEx("HandGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
NULL A 1 A_SpawnItemEx("CoccyxGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
NULL AA 1 A_SpawnItemEx("LegGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
NULL AAAAAA 1 A_SpawnItemEx("BoneGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
NULL A -1 A_NoBlocking
Stop
Death.I3:
SHOS A 0 A_GiveToTarget("KilledMe",1)
SHOS A 0 A_GiveToTarget("KilledI3",1)
SHOS AAAAA 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
SHOS A 0 A_PlayerScream
SHOS AAAAAAA 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
SHOS A 0 A_NoBlocking
SHOS AAAAAAAAAA 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
SHOS AAAAAA 3 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
SHOS A -1
Stop
Death.I4:
SHOS A 0 A_GiveToTarget("KilledI4",1)
Goto DeathAnim
Death.I5:
SHOS A 0 A_GiveToTarget("KilledI5",1)
Goto DeathAnim
Pain.RavagerBall:
SHOS A 0 ACS_ExecuteAlways(920,0)
Goto Pain
Pain.YureiBall:
SHOS A 0 A_GiveToTarget("Health",10)
SHOS A 0 A_SpawnItemEx("BallFire")
Goto Pain
Pain.Emtalic:
SHOS A 0 A_PlaySoundEx("RamSuccess","Body")
Goto Pain
Pain.EmtalicWeak:
SHOS A 0 A_PlaySoundEx("RamSuccess","Body")
Goto Pain
}
}[/spoiler]

RE: Same sprites looking totally different on "usage"

Posted: Fri Jan 29, 2016 2:39 am
by Ænima
Try removing or commenting out the Player.ColorRange property and see what happens. Probably nothing though cuz there's no greens in there, right?

I don't know why truecolor PNG's wouldn't be allowed for player actors since a lot of skins use them and I'm sure that some of the ghouls in that mod have PNGs for sprites too.

RE: Same sprites looking totally different on "usage"

Posted: Fri Jan 29, 2016 2:51 am
by Erma
Ænima wrote: Try removing or commenting out the Player.ColorRange property and see what happens. Probably nothing though cuz there's no greens in there, right?

I don't know why truecolor PNG's wouldn't be allowed for player actors since a lot of skins use them and I'm sure that some of the ghouls in that mod have PNGs for sprites too.
Well, that's what I thought as well (there's a fuckton of truecolor PNG's in here...).

Also: removing the player.colorrange prop fixed the issue big time. I deeply owe you one, sir!

RE: Same sprites looking totally different on "usage"

Posted: Fri Jan 29, 2016 4:17 am
by President People
Looks like +DONTTRANSLATE would work as well, if I understand correctly.

I really wish there was a way to have player colors on truecolor .pngs without restricting them to the current PLAYPAL. Maybe something like a brightmap, but for applying the palette/player's color instead?

RE: Same sprites looking totally different on "usage"

Posted: Fri Jan 29, 2016 4:34 am
by Empyre
President People wrote: Looks like +DONTTRANSLATE would work as well, if I understand correctly.

I really wish there was a way to have player colors on truecolor .pngs without restricting them to the current PLAYPAL. Maybe something like a brightmap, but for applying the palette/player's color instead?
This sounds like a job for the tracker.

RE: Same sprites looking totally different on "usage"

Posted: Fri Jan 29, 2016 4:50 am
by Ivan
Empyre wrote:
President People wrote: Looks like +DONTTRANSLATE would work as well, if I understand correctly.

I really wish there was a way to have player colors on truecolor .pngs without restricting them to the current PLAYPAL. Maybe something like a brightmap, but for applying the palette/player's color instead?
This sounds like a job for the tracker.
I reported this very flag long ago. It's already in Zandro 2.1. Use it.

IF you really want colors to be applied by player preference to the skins, then you need to consider making it look good in Doom palette and adding the green area for recolor. (Or something else, which can also be specified in the Decorate, see Ghostbuster (IIRC his skin is brown being recolored))

RE: Same sprites looking totally different on "usage"

Posted: Fri Jan 29, 2016 6:12 am
by President People
Ivan wrote:IF you really want colors to be applied by player preference to the skins, then you need to consider making it look good in Doom palette and adding the green area for recolor. (Or something else, which can also be specified in the Decorate, see Ghostbuster (IIRC his skin is brown being recolored))
Indeed. Getting the Marathon skins to look half-decent with Doom's PLAYPAL was… interesting. And I believe that something else is Player.ColorRange, something I wish SKININFO also had. Guess that's one for the tracker as well.