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guide:adjusting_color_settings [2017-03-21 09:16]
skyjake
guide:adjusting_color_settings [2018-12-16 14:05] (current)
skyjake
Line 1: Line 1:
 +====== Adjusting color settings ======
 +
 +===== How can I adjust contrast/​gamma/​etc.?​ =====
 +
 +Starting from Doomsday 1.5.5 it's possible to adjust gamma correction, display contrast and brightness using console variables. The requirement is that your display adapter supports hardware gamma ramps.
 +
 +The console variables are:
 +
 +  vid-gamma
 +
 +Gamma correction factor. 1.0 is the default, which results in no correction. Values greater than 1.0 increase display brightness. The smallest value you can use is 0.1.
 +
 +  vid-contrast
 +
 +Display contrast. 1.0 is the normal contrast level. If you increase contrast it's a good idea to increase vid-bright as well.
 +
 +  vid-bright
 +
 +Display brightness. 0.0 is the normal brightness. Positive values increase brightness, negative values decrease it. Good values are pretty small: if you for example set vid-contrast to 1.2 it might be good to set vid-bright to 0.1.
 +
 +When using these variables make sure the software gamma correction is turned off: setgamma 0.
 +
 +If your display adapter doesn'​t support hardware gamma ramps or you're using an old version of the engine, you might try the following:
 +
 +The PLAYPAL lump consists of 14 palettes each 256 colors long. Doomsday only uses the first palette (the first 3*256 bytes) but it's best to operate on all of them.
 +
 +Extract PLAYPAL to a file using the -dumplump option or a simple WAD extractor (Wintex for example).
 +
 +Open the file with an image editor such as Paint Shop Pro or Adobe Photoshop as a raw image. I'm sure other programs support the raw format as well. You're most likely prompted for the format of the image (raw images are just pixel data): set width to 256 and height to 14 (as interleaved RGB). You should get a nice picture of the palettes, each row being a separate one.
 +
 +Now tune the image with gamma correction, brightness, contrast, etc.
 +
 +When you're finished, save the palette image back to the file and load it into the game.
 +
 +You don't need to create a WAD file out of the modified palette lump, the engine can read single data lumps as well. You can use the -file command line option, or put the new palette file to your defaultWads in the .cfg file. You can also load the palette at runtime (with the "​load"​ console command) but it won't necessarily have an effect everywhere that way. Certainly not before forcing a texture reload.
 +
 +