That's the one problem I am having with PNGQUANT: You can't switch off the dithering. The only way to make sure it doesn't happen is to reduce the amount of colors before using it.Nash wrote:Cals, unfortunately that's where I wasn't impressed with PNGQUANT. It doesn't seem to do a good job at whatever it's doing.
I compared an in-game screenshot of my title graphic, and the same graphic that is converted to 8-bit from WITHIN Photoshop. The Photoshop-converted graphic looks better than what PNGQUANT does to my picture.
If you observe the screenshot I posted above, you'll see several black pixels scattered messily around the picture. I don't have any God damn black pixels in the first place.
Photoshop will convert the image to 8-bit fine, although transparency will be lost).
I've tried both dithering modes that PNQUANT uses - both yielded disappointing results.
If that is supposed to prove anything, heh.
Transparency in PNGs
Moderator: Graf Zahl
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I just tried a little experiment. I've always quite liked the fact that Legacy uses special palettes (or something) to make certain items translucent in areas. The torches are some of these items.
I made a png of the tall red torch in PSP. I made the flame translucent and the stand fully opaque (like Legacy does). I saved, and then double checked: the correct parts were translucent but the image was true colour (so, everything as expected at that stage). I then followed the instructions to the letter (not that pngquant is complex) and converted my graphics to 256 colour pngs. On checking in PSP, they no longer looked translucent, but undaunted I ran setpng on them and then loaded them up in GZdoom - they looked awful. Less colours than originally and very bright - like a kid had drawn them with crayons. I tried quite a few other variations and steps (including a DEH patch to make them not bright) but the result was always similar: bad looking sprites that were not translucent. Either I fail it or pngquant does.
I made a png of the tall red torch in PSP. I made the flame translucent and the stand fully opaque (like Legacy does). I saved, and then double checked: the correct parts were translucent but the image was true colour (so, everything as expected at that stage). I then followed the instructions to the letter (not that pngquant is complex) and converted my graphics to 256 colour pngs. On checking in PSP, they no longer looked translucent, but undaunted I ran setpng on them and then loaded them up in GZdoom - they looked awful. Less colours than originally and very bright - like a kid had drawn them with crayons. I tried quite a few other variations and steps (including a DEH patch to make them not bright) but the result was always similar: bad looking sprites that were not translucent. Either I fail it or pngquant does.

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I really don't think so. The mere fact that the big name apps don't support it fully is much more of a problem then whether it CAN replace them. Use of TGA, PCX, RAW and the DX formats is far more common in modern game engines.PNG could easily replace all of these without any hassle.
Neither 3DStudio nor Photoshop support PNG8bit+A (and with support missing in those two the format is rarely used outside of web graphics (but even then IE can't display them correctly...), from what I've seen).
You guys might want to look here for a tool
http://www.libpng.org/pub/png/pngapcv.html
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The mere fact that this software is still behind the technical development only shows that these big companies are lazy, nothing more. And apparently their users don't mind. Good for you, if you don't need proper PNG support but for some applications it is essential.DaniJ wrote:I really don't think so. The mere fact that the big name apps don't support it fully is much more of a problem then whether it CAN replace them. Use of TGA, PCX, RAW and the DX formats is far more common in modern game engines.PNG could easily replace all of these without any hassle.
For example, with cell phone games PNG is the mandatory graphics format for the Java API - and the shitty support by the big name tools has been a severe problem more than once. Every graphic has to be processed by some specialized tools because this software isn't flexible enough and the files they output are sub-optimal in some way.
Personally, I'd prefer a system in which I could load every graphic with the same code, not the convoluted mess we have now where PCX, TGA and other shitty format are mixed and you can never be sure what you really have.
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In times where games are sold like warm buns out of the Baker's shop there's little time for such I believe. Time is money here, so they'd rather invest it in design/commercialisation. It's a fact unfortunately.Graf Zahl wrote: The mere fact that this software is still behind the technical development only shows that these big companies are lazy, nothing more.
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The users we are talking aout are very niche markets and as such there is no motivation for the big boys to include support. For example, what tends to happen in big development houses is that if you need format X for your game and Photoshop doesn't support it - they don't start telling their artists to use substandard apps (which wouldn't wash in a million years), they develop the support themselves in-house, as a Photoshop plugin.The mere fact that this software is still behind the technical development only shows that these big companies are lazy, nothing more. And apparently their users don't mind.
Non of this helps you in your day job nor GZDoom users trying to do something simple like getting a graphic with alpha into their mod though.
I agree but thats not the way things are. Support for various formats is a necessity and it isn't always possible to be 100% sure what format the file is in. It shouldn't really matter though as they should all be treated the same internally anyway.Personally, I'd prefer a system in which I could load every graphic with the same code, not the convoluted mess we have now where PCX, TGA and other shitty format are mixed and you can never be sure what you really have.
Since you're using DevIL, there must be another format you can use?
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The problem here is that 8 bit PNGs are read differently than all the rest. They use ZDoom's default texture manager which is the only code that can handle the offset information. DevIL can't and as a result offset information from true color PNGs can't be read. I won't add support for it because that wouldn't help with other formats like JPG. I'd rather put the offset in the texture definition in HIRESTEX (and if it ever becomes reality NTEXTURE.)