In fact what I got with the GIMP was much worse. I was playing around with making a new TINTTAB (the colour translation lump for calculating transparency) for Heretic, just to see if I could get any better results than the one in the iwad. Heretic TINTTAB, or the straw that broke the camel's back. ImageMagick isn't great, and GIMP is generally the worst. IrfanView and i.mage do ok jobs, and might be better in some circumstances. mtPaint seems to good give colour depth, which is often more important than matching each colour independent of others. My personal opinion is that mtPaint and PSP9 produce the best images, with pngnq-s9 being quite good as well. Programs tested: The GIMP 2.8.10, i.mage, IrfanView, ImageMagick, mtPaint, pngnq-s9, Paint Shop Pro 9, SLADE 3(only for the first one, produces images ~identical to PSP9), ZDoom (only for the first one, too hard to work with - put the image into a wad as a texture in HI_START/HI_END lumps, went fullbright, took a screenshot. :( All images can be downloaded in a zip, if you prefer: Unfortunately the DW forums have a pretty small limit on the number of images in a post, so I'm just including them as links instead. I'll probably do various kinds of dithers tomorrow, just for fun. Here's a few pictures converted into Doom (or Heretic in the first case) palettes using "Nearest Colour" approximation. Or every pixel could check all its neighbors values and average to them or something. One possible algorithm could make a 'fake' intermediate color (if the palette doesn't have enough) by checkerboarding the pixels of 2 colors into 1 color. would be easier to have a list of the rgb triplets to begin with). I might try to round the 1st image into dooms palette or whatever (hopefully extracting the rgb triplets from the wiki color palette pic would work without some complicated problem changing the values on me. However maybe some bloatware programs do all kinds of anti aliasing and whatever else under the hood (not sure) so a simple pixel based program without bells/whistles might have an advantage. I make the avatars w/ pygame but am no coding expert. Maybe the difference is just one algorithm rounds a decimal and the other just cuts off to an integer or something. Then it took like 4 minutes of staring to notice anything significant between the 2nd and 3rd (shoulders of D'Sparil have yellowy blotches in the 2nd). But maybe the doom palette simply lacks enough shades of green to do it any better (not sure). ![]() ![]() Only after staring for like a minute do I notice something like the doom palette one having a fairly large solid color lighter green blotch above the nose whereas the first is smoother. They all look good at first glance to me. Its interesting to look at those side by side.
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