OpenXcom Forum
Modding => Released Mods => XPiratez => Topic started by: RSSwizard on October 12, 2024, 07:09:34 am
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experimenting with this, inspired by a doom palette
red and gray sin city style noir
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ohhh...
this is coming out REAL good...
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In Noir RED usually means something full of Passion, Noteworthy, or something Real Dangerous and I think I cut a good balance here. That's the reason Green is red and a little bit of Blue is, but the golden range (strip #2) is definitely Red. Seems in many cases things that are green are really dangerous in x-piratez, and also if grass wasnt red it would be gray and would be hard to distinguish.
(edit: gameplay screen)
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very good experiment, bravo! Fonts are also very futuristic and cool, might these be a mod to download?
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I would love this palette for the night vision options.
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experimenting with this, inspired by a doom palette
red and gray sin city style noir
Excellent experiment! It definitely gave me Sin City vibes. Any plans on making it a submod and release it?
very good experiment, bravo! Fonts are also very futuristic and cool, might these be a mod to download?
It's the Condensed Font, grab it from here (https://mod.io/g/openxcom/m/condensed-font)! Quite interesting to use, although a bit difficult to read on smaller screens.
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Condensed Font is excellent and I won't play the game any other way. But it has an error I can't fix where the large text is maybe one or two pixels too high and it makes options (we can now research) in the research menu get clipped. I think even compressing the Large Text by truncating 1 pixel off the bottom of it might fix it well enough. Otherwise the only way condensed font can get better is if shading is added to the small text the same way default (amiga) text is in X-P
For the Noir palette unfortunately it cant be used just for night mode because that simply monochromes almost everything to one range of 16 colors on the palette. If you want some effect like that just set the night vision color to 0 or such and itll use the greys from the first 16 colors. But it wont change anything except the landscape (personally I often set it to 3 or 4 so the night vision scape looks Green, like actual night vision).
If I release it as a submod (palette) it will actually have a mustard Yellow used for the purple color range, because in Sin City red and dark gray were the primary colors... but occasionally for something obscene or devilish it would be a potent Yellow. That was missed on the doom version of the palette (I think on the doom palette the place to put Yellow would be the five or so colors dedicated to Purple, so it would put a yellow arcing around cacodemon fireballs). Maybe also the golden color used for the archvile fire. Im not the author of that palette though.
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Quick question since you're CLEARLY talented with color and graphics... Can you... make a colorblind compliant palette? Just asking
PS: This Noir palette is AMAZING! Maybe I'm partial with the condensed font, but the color scheme? Sweet!
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Quick question since you're CLEARLY talented with color and graphics... Can you... make a colorblind compliant palette? Just asking
Id absolutely be able to but im not exactly sure how color blindness works or what people see when they're looking at a color they don't pick up on. For example I have the reverse of color blindness when it comes to Ultraviolet - I can immediately tell if im looking at UV even though humans aren't supposed to be able to see it.
edit - one problem I just noticed thinking about it is our monitors and tvs do not actually have saturated Yellow color. So I probably couldn't actually do it. If someone can't see Red or Green then all they're supposedly going to see on the screen is a bluish grayscale image which may be more bluish if the other channels are diminished. Although its a trick of the eye and our brain we see good yellow and gold and brown tones due to mixing colors that doesn't work on someone who can't see red/green because the yellow is not authentic.
If I made a palette with yellow and blue colors I think they would then honestly just see an even more blue shifted palette than usual. The reason why they see bluish colored everything on tvs and monitors by the way is they see brightness where the red/green is but no color at all, but blue is a component of pixel brightness, so its always there except in predominantly red/orange/brown/yellow/green tones and saturated versions of them (less saturated more greyish versions have Blue so would appear bluish).
Someone who cannot see Yellow or Blue will see the red and green and thus have more color available to them. But this is the rarer color blindness type unless ive got it backwards. For them most things will have a muddy brown kinda look I think except for colors that are explicitly red or green... blue lends brightness only and maybe not too much of it. The color they see is probably hellish looking.
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Id absolutely be able to but im not exactly sure how color blindness works or what people see when they're looking at a color they don't pick up on. For example I have the reverse of color blindness when it comes to Ultraviolet - I can immediately tell if im looking at UV even though humans aren't supposed to be able to see it.
edit - one problem I just noticed thinking about it is our monitors and tvs do not actually have saturated Yellow color. So I probably couldn't actually do it. If someone can't see Red or Green then all they're supposedly going to see on the screen is a bluish grayscale image which may be more bluish if the other channels are diminished. Although its a trick of the eye and our brain we see good yellow and gold and brown tones due to mixing colors that doesn't work on someone who can't see red/green because the yellow is not authentic.
If I made a palette with yellow and blue colors I think they would then honestly just see an even more blue shifted palette than usual. The reason why they see bluish colored everything on tvs and monitors by the way is they see brightness where the red/green is but no color at all, but blue is a component of pixel brightness, so its always there except in predominantly red/orange/brown/yellow/green tones and saturated versions of them (less saturated more greyish versions have Blue so would appear bluish).
Someone who cannot see Yellow or Blue will see the red and green and thus have more color available to them. But this is the rarer color blindness type unless ive got it backwards. For them most things will have a muddy brown kinda look I think except for colors that are explicitly red or green... blue lends brightness only and maybe not too much of it. The color they see is probably hellish looking.
Yeah... might be a tricky thing to do. I started to read again about it and yeah... Sorry for hijacking the thread! And thanks for the answer! Again, despite not being able to really appreciate in full the Noir palette, it DOES look amazing!
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Actually somehow it reminds me of Laser Squad...
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RSSWizard, could we use your Noir palette for the DOOM mod (https://mod.io/g/openxcom/m/doom-hell-fire) we're making? I think it would be perfect for the late Hell stages. With credits, of course!
Im not the author of that palette though.
Still, you adapted it to the OXC format, innit? who was the original creator?
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There's already a noir palette for doom though. The best thing to do in my opinion is use custom color changed textures for those late stages. You can perform a color translation using slade3 and I think you can apply those changes directly to graphics then save them.
Alternative is for custom textures (using photoshop)...
make a custom palette with all the colors you dont want used changed to bright Magenta... probably means anything except gray and red.
now for each texture you're modifying load the doom noir palette and then convert it to 24 bit (this detaches the colors from their indexes)... now convert to 8bit using the custom palette you made so it sorts the colors to gray and red.
if you end up with any washed out colors on specific textures that becomes an eyesore you can do some things with them in 24 bit to fix it:
- resize the image to maybe 400 or 800 percent and get some sharpen or blur tools or use the airbrush to add detail or accentuate details.
- resize back to 128 or 64px or whatever and then hit it with a Sharpen or Unsharp Mask (at like 0.6 or such)... then convert it to 8bit with the custom palette
- could also duplicate the image, convert one to 8bit without shrinking it and use pattern or dithering to create artificial detail, resize it to normal size... do the previous step with the duplicate... convert both back to 24 bit so you can experiment with layering the sharper one on top of the other then varying the opacity keep converting it back to 8bit to see which combo gives you the best details
(stuff like this takes 5 minutes or some such, for me anyway)
if you don't have photoshop it used to be on Internet Archive but currently the servers are inaccessible (its photoshop 7 which nobody cares about anymore)
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Hah seem like you know a lot more about DOOM modding than me!
No, the mod i'm talking to is a DOOM-themed mod for OpenXcom Extended. Basically we collected all the OG assets spread around the community into one, single mod.
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old school pixel artist who started with Deluxe Paint 2 in 1994
and started the Doom (addiction) at the same time
and had trouble doing my homework on afternoons in 1995 due to Xcom
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Hah seem like you know a lot more about DOOM modding than me!
No, the mod i'm talking to is a DOOM-themed mod for OpenXcom Extended. Basically we collected all the OG assets spread around the community into one, single mod.
I could make a Doom style palette for xcom/xp. If you're making custom tiles you don't need to rely on balancing to standard colors that are on built in tiles. Stronger reds, more peachy skin tones, the purple range can be repurposed for something else like ultraviolet. Ill whip up something and post it.
If you're going to do doom stuff it needs Revenants who are fast with strong melee damage, use the high quality doom sound pack for their punch sfx too. And a decently powered accurate ranged attack too with the right sfx. X-P doesn't have Revenants.
I think there needs to be a Cyber too but I don't know if it can be done without squishing it. But remember there is that cyberized Baron style thing from eviternity and realm667 and its head maybe can be replaced by a cyber's shrunk down.
Is Mancubus 2x2 monster possible with a low accuracy fireball burst spread? Id make them 1 radius spread explosions maybe 50ish damage.
My opinion is also among weapons...
Plasma Gun should do about 40ish equivalent damage because its like a battle rifle or machinegun in what it does, its just lightweight and easy to manage (40 ammo per cell makes the most sense, the gun pickup in game gives you 40 cells). Aimed burst 4 shots, Snap Shot burst 4 shots and Auto Shot 8 shots.
Also openxcom doesn't support BFG dymanics but the original alpha (bfg 2701) was a plasma blunderbuss on steroids, and the quake 3 version of it was like a plasma scorcher but less damage (id say bursts of 4 shots with maybe a 5 tile radius spread, make the damage do what you want it to).
Chaingun aimed burst 2 shots, snap burst 4 shots, auto shot 6 shots.
Make sure UAC rocket launcher takes down (tough) enemies in the equivalent number of shots like it should.
Imp fireballs should be piddly and only somewhat accurate (like overall 45-50% chance), remember they do less damage than a single plasma gun shot, but id give them a burst or auto(x3) attack available. Maybe give it good penetration compared to its (25ish) damage so it does chip damage.
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XCOM + DOOM is such a good addiction. ;D
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XCOM + DOOM is such a good addiction. ;D
dont consider this like an official thing but it makes some creative adjustments towards the colors from the original game and some things people have popped into various map packs. Mainly I increased the number of gray colors, added and changed the greens (doom 1 was known for having alot of green marble and nukage). Purple became pinky skin tone, and pinkish became flesh tone on the brighter colors. There's a good amount of browns available in xcom/xp pal so those weren't really modified.
Its not perfect but its an attempt.
edit (3:37am)
this one is much better, sampled skin tones from screenshots, yellow range is archvile fire, orange is slightly more orange cream
brightened darker tones, pure black is on index 255
one noteworthy issue may be paper doll style graphics for skin tones will look more oompa loompa because skin tone is now where that faded pink used to be, so a color replacer sorta thing can be done to recolor them if necessary (its more accurate for skin in any case).
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If you're going to do doom stuff it needs Revenants who are fast with strong melee damage, use the high quality doom sound pack for their punch sfx too. And a decently powered accurate ranged attack too with the right sfx. X-P doesn't have Revenants.
Yeah, we must make the Revenant boi! I have all the ripped OG spritesheets, it's just a matter of converting it to the OXC format.
I think there needs to be a Cyber too but I don't know if it can be done without squishing it. But remember there is that cyberized Baron style thing from eviternity and realm667 and its head maybe can be replaced by a cyber's shrunk down.
The Cyberdemon lad would definitely require a resize. The dude is so tall it cannot fit the OXC unit size haha
We have this Hell Baron sheet (https://github.com/Inventorum-Development-Team/IDT_Doom_Hellpository/blob/main/Resources/Units/hellbaron.png), although the IDT boi who got it didn't recalled who adapted it, dunno if you know so I can properly credit them.
Is Mancubus 2x2 monster possible with a low accuracy fireball burst spread? Id make them 1 radius spread explosions maybe 50ish damage.
Possible, once I find the spritesheet hahah.
My opinion is also among weapons...
Plasma Gun should do about 40ish equivalent damage because its like a battle rifle or machinegun in what it does, its just lightweight and easy to manage (40 ammo per cell makes the most sense, the gun pickup in game gives you 40 cells). Aimed burst 4 shots, Snap Shot burst 4 shots and Auto Shot 8 shots.
Great idea, lad. I'll balance it around your thoughts.
Also openxcom doesn't support BFG dymanics but the original alpha (bfg 2701) was a plasma blunderbuss on steroids, and the quake 3 version of it was like a plasma scorcher but less damage (id say bursts of 4 shots with maybe a 5 tile radius spread, make the damage do what you want it to).
Hahaha we actually did a poll among the players and testers and everyone voted for making the BFG a big-ass shotgun.
Chaingun aimed burst 2 shots, snap burst 4 shots, auto shot 6 shots.
Make sure UAC rocket launcher takes down (tough) enemies in the equivalent number of shots like it should.
Imp fireballs should be piddly and only somewhat accurate (like overall 45-50% chance), remember they do less damage than a single plasma gun shot, but id give them a burst or auto(x3) attack available. Maybe give it good penetration compared to its (25ish) damage so it does chip damage.
Aye, good balance notes! Gotta implement them as well.
dont consider this like an official thing but it makes some creative adjustments towards the colors from the original game and some things people have popped into various map packs. Mainly I increased the number of gray colors, added and changed the greens (doom 1 was known for having alot of green marble and nukage). Purple became pinky skin tone, and pinkish became flesh tone on the brighter colors. There's a good amount of browns available in xcom/xp pal so those weren't really modified.
Its not perfect but its an attempt.
edit (3:37am)
this one is much better, sampled skin tones from screenshots, yellow range is archvile fire, orange is slightly more orange cream
brightened darker tones, pure black is on index 255
one noteworthy issue may be paper doll style graphics for skin tones will look more oompa loompa because skin tone is now where that faded pink used to be, so a color replacer sorta thing can be done to recolor them if necessary (its more accurate for skin in any case).
Oh my, this palette looks so damn nice! Thanks for making it, RSSwizard. Gotta try it ASAP.
EDIT: I just tested the palette! Here are the results:
First three screens are for comparison, the rest have your new palette. Some Martian terrains look better than others! But i definitely love the new Skyranger-gray, green and red scales. I think I must change the color of the UI windows to index 255, as the current color makes the bigObs look blurish. My pal Kiro Xei really liked it, he said it "seems to look like almost realism."
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Looks pretty good.
This is the final edit, dunno if you guys poured any work into it yet, rearranged some things in it pretty much (dark gray is a faded dark brown now). I don't think I can get the thing any better. A "noir" version of it could be made for the hell level.
How does a mod like this work with medi kits and research between missions ?
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Looks pretty good.
This is the final edit, dunno if you guys poured any work into it yet, rearranged some things in it pretty much (dark gray is a faded dark brown now). I don't think I can get the thing any better. A "noir" version of it could be made for the hell level.
Great, gotta try it as well! Not gonna lie, tho, I enjoy your dark gray a lot hahaha, I'm a bit hesitant to change it for brown.
How does a mod like this work with medi kits and research between missions ?
Medikits are going to be self usable, I see no purpose of having a vanilla Medikit with UI. The research, in short, is a progressive understanding of the demon forces, with tougher enemies over the course of the game. The weapons are also available over the curse of the campaign (e.g. the Plasma Gun is going to be available in mid game)