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Geek Culture / I'm going bonkers for 256 colours

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computer
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Posted: 10th Nov 2004 04:59
I'm going silly. Making a Doom/Duke Nukem remake of my own sorts and I'm wondering if I should limit myself to 256 colours. I've only seen colour maps for 216 though. I could make some funky characters with 256 buckets of color.

Smaller file size for DBC projects!
Less time spent on choosing a colour!

bleep bleep
bitJericho
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Posted: 10th Nov 2004 05:02
if it's in 3d, the lighting would end up giving you more colors that 256..

Would still look pretty retro though

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Ian T
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Posted: 10th Nov 2004 05:41
Impossible with modern renderers anyways, you have to have 16bit color for the buffer/lighting nevermind higher detail textures ...


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FoxBlitzz
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Posted: 10th Nov 2004 05:53
With today's hardware and a recent version of DirectX, running at a lower color mode will cause dithering. Try the Real Motion Blur DBPro tech demo on low quality to see what I mean. Dithering may not apply to DBC games, but I may be wrong.

Anyways, to make it look more retro, you could also turn off all mip-mapping and smoothing so that all the textures are pixellated.

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Shadow Robert
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Posted: 10th Nov 2004 06:08
should i take it from the answers given that no-one remembers exactly how an 8-bit Colour System works?

8-Bit Colour would work far better than a 16-Bit Colour would; if you want to understand why I say this, I would strongly suggest doing research.


computer
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Posted: 10th Nov 2004 06:30 Edited at: 10th Nov 2004 06:33
Quote: "you could also turn off all mip-mapping and smoothing so that all the textures are pixellated"


I think with Doom, the further away you got, I noticed the texture got darker. One of my tasks will be to find out what textures look like when I run this type of game. I wonder if it would be faster to copy the bitmap into an array and darken each pixel? I'm going to be finding out what DarkBasic's engine can allow.

oh oh.. or if I'm using 3D, I thought about having planes being infront of the camera with levels of transparency. Five planes each 10 units infront of each other. So if a wall is within the limits of the first two, the wall would be brighter than if 'covered' with all 5 planes.

bleep bleep
FoxBlitzz
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Posted: 10th Nov 2004 06:37
Quote: "I think with Doom, the further away you got, I noticed the texture got darker."


Yes, that's fog. That's actually pretty easy to do.

Quote: "should i take it from the answers given that no-one remembers exactly how an 8-bit Colour System works?

8-Bit Colour would work far better than a 16-Bit Colour would; if you want to understand why I say this, I would strongly suggest doing research."


Raven, I never said that lighting required a higher color mode. I just said that with more recent technology, it is just simply sampled down so that it fits with the 256 color palette.

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bitJericho
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Posted: 10th Nov 2004 08:51
computer that's a great idea..
2d would be far too slow..

but if you use plains for 'fog' it would look classic..

also you'd want to turn ambient lighting all the way up so that db's lighting won't interfere with what you're trying to accomplish..

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Ian T
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Posted: 10th Nov 2004 09:20
Some very good ideas there.

Just out of curiosity, though, why are you trying to emulate the quirks of a dated engine...?

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flibX0r
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Posted: 10th Nov 2004 09:39
because 256 mode is cool. I'd watch out though because there is no DirectDraw, and i don't think Direct3d likes 256 colours. You'd probably have to write your own renderer. Wouldn't be too hard though, particularly if it is paletted because drawing your "textures" would be preety quick.

And then you could do the cool stuff like palette scrolling and colour rotating and other such cool things


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Ian T
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Posted: 10th Nov 2004 09:46 Edited at: 10th Nov 2004 09:46
Quote: " because 256 mode is cool. "




I agree completely if you add the words "absolutely not" before the word "cool"

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bitJericho
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Posted: 10th Nov 2004 09:49
bah... mouse just forgets

He forgets the days of 16 colors at 320x240!!

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Three Score
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Posted: 10th Nov 2004 10:38
yea i hated those days wut is worse is the 16 color grayscale(on my od laptop it went up to 640x400@6 grayscale or 320x200@16 grayscale) or just plain flat 2 colors

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