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Greyscale visibility


Greyscale visibility

Postby FallOutBoy » Sep 10, 2001 @ 9:03am

hi I was woundering what would the easiest way to make the grey scale version a little easier to see.  I thought about possibly modifying each of the textures to make them more visible but that seemed like it would take awhile and since I haven't got a whole lot of experience with modifying that kind of stuff not sure how good of a job I could do. So I was looking for your guy's imput on the best way to go about this thanks
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Re: Greyscale visibility

Postby R0B » Sep 10, 2001 @ 6:12pm

I'm not sure if this is what you are talking about of not, but the easiest way would be to mdify the pallet to shades that look good, and are possibly different then the ones that you need to tell them apart from.  Editing the pallete would probably be the best thing to do.
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Re: Greyscale visibility

Postby FallOutBoy » Sep 10, 2001 @ 6:50pm

how would I go about doing that. would it require programming knowldge?  if do thats over my head my talents are more on the graphical side (maps, tectures...etc) what I was thinking of doing was modifying the textures them selfs for better visibilty. thanks
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Re: Greyscale visibility

Postby R0B » Sep 10, 2001 @ 7:39pm

I don't actually know how to change the pallet, I haven't really looked into it.  Modifying textures would be fine for you version, but it probably won't help out the other versions that have non clear displays.  But hay, every little bit helps.  I'd open a new post, and ask some people with more knowledge than me about pallets, about it.
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Re: Greyscale visibility

Postby TBone » Sep 10, 2001 @ 7:50pm

What exactly do you mean by increasing the texture visibility? If you were to modify the palette, you could possibly set it up to work in say only four colors with some careful programming in the GREYSCALE function of vid_pcc.c. I haven't tried this personally, because I think it would be too grainy. You're welcome to give it a try, though, I can send you the file. <br><br>Modifying the textures is also a possibility, and one that would probably yield better response. Even then, however, it would be a massive amount of work opening up the .pak file and working with each texture individually, cranking up the contrast. At that point, one has to wonder if it wouldn't be easier maybe just to accept the fact that a greyscale display can be a little tough to see sometimes and deal with it. I personally beat the first episode (the only one that interests me) with the current display code, so I don't think it's too bad.<br><br>But don't let me discourage you. Anything that enhances the 3100 version is great in my book, and I'll help you any way I can.
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Re: Greyscale visibility

Postby FallOutBoy » Sep 10, 2001 @ 8:19pm

I was thinking of modifying the textures for higher contrast like making all the floors and ceilings lighter than the walls, modify the monster and player skins to stand out a little more..etc but for my next question I've been picking thru the pak file looking for where the textures are stored and I can't find em. are they stored in the map files them selfs or am I just overlooking somthing
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Re: Greyscale visibility

Postby FallOutBoy » Sep 10, 2001 @ 8:20pm

and I know it will be dificult but I need a project :)
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Re: Greyscale visibility

Postby Matt Keys » Sep 10, 2001 @ 10:39pm

why dont you just always use drawflat 1? you would have awesome fps without much loss in visual quality.
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Re: Greyscale visibility

Postby FallOutBoy » Sep 10, 2001 @ 10:59pm

I would but it looks kinda ugly I would like to have some detail with the walls possibly 4 color like suggested above.<br><br>I don't know maybe I'm just being picky though.<br>
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