Tronyn...
#9450 posted by Shambler on 2013/05/29 14:05:38
...tends to make Heretic in Quake. But that's all good with me :)
Also...
#9451 posted by Shambler on 2013/05/29 14:06:10
Did I mention that Rick's stuff looks ace? Very nice style.
Sock
#9452 posted by nitin on 2013/05/29 14:36:07
I actually really like the way that looks!
#9453 posted by skacky on 2013/05/29 17:02:02
Awesome work y'all! Can't wait to put my hands on these maps once they're finished.
Nice Shots
#9454 posted by Drew on 2013/05/29 19:24:32
Tronyn and Sock. Looking forward to these!
.....*taaaaake Oooooonn Meeeeeeee*....
#9455 posted by RickyT33 on 2013/05/29 21:45:26
Hahah
<3 <3 A-HA
Other Violations
#9457 posted by Preach on 2013/05/29 22:13:32
The coloured lighting you've got going on there is nice and complementary. Other things that can ruin the effect include full colour textures, which obviously don't bother with the palette files. So be careful with those skyboxes. On the other hand, you could even go far as restoring the red tones in the palette if you wanted to remake Schindler's List...
And Another Thing....
#9458 posted by Preach on 2013/05/29 23:55:08
Continuing the proud tradition of Preach Double-Posts, I thought I'd mention two things about "wasted" pixels in the quake palette - a topic that came up just three, four days ago. So I've got some explanations for how you might get two identical palette entries, notice, but not care. The easy one to explain is the red duplicated entry. It isn't really wasted, because one of them is fullbright and one isn't!
But wait, even the other "wasted" pixel isn't really wasted. True, both entries are the same shade of brown and neither are fullbright, but there is an important use for each of them. Remember that the "runs" of 16 colours are used for the changing colours on the player skins. So it was necessary to have the same dark brown in two places on the palette to let the palette shifting work. You could argue that they didn't need to be exactly the same colour, but either they are similar enough to make no real difference, or they're so different that one of the runs would look odd.
#9459 posted by Spiney on 2013/05/30 20:45:13
I'm not sure, the colormap still has to work from the palette and would have slightly less banding if the duplicates were put to good use.
Just Thought I Should Correct This
#9460 posted by Rick on 2013/05/30 22:21:14
In my post on this earlier I said there was 5% wasted colors, but I don't know where that percent sign came from. I meant to just say 5. That doesn't count the red since, as mentioned, one of them is in the fullbrights.
Fair Play
#9461 posted by Preach on 2013/05/30 23:15:38
Yeah, I probably should have said you could get some value from tweaking them. It's just that they're all in the "dark brown" range of the palette, and quake already has that pretty well covered, so the benefit is marginal. It's not like you can use them to add a proper saturated green range, or purple fullbrights or something.
The way that quake has multiple matching ranges of dark browns bites back if you try and create exciting palettes. I was messing about last night, trying to create a set of lively, bright colours to ruin the quake atmosphere with. Although the colours were tropical and lovely, they clashed in a bad way. On lots of the previously brown textures, adjacent pixels coming from different palette rows had changed in tone and value a lot. This resulted in lots of very noisy textures which looked ugly.
#9462 posted by Spiney on 2013/05/31 02:37:53
I recently tried doing a more colorful palette, more vibrant and brighter ranges. Problem is for a lot of stuff textures use multiple ramps so it's slightly messed up in places, and the skintones don't look that hot.
http://www.spiney.me/files/etc/palette.lmp
But you really need to design your textures to your palette for it to work well, not the other way around...
What would be really usefull is some tool that could take a 16*16 bitmap and turn it into a palette file. Would be less of a pain in the ass than having to use QME.
#9463 posted by metlslime on 2013/05/31 03:47:37
i think palette.lmp is just a RAW file with a .lmp extension. So you can make it with photoshop.
Raw File Format
#9464 posted by Preach on 2013/05/31 11:35:38
Yeah, I've successfully saved a 16x16 RGB image to RAW format using GIMP and it works just right.
#9465 posted by Spiney on 2013/05/31 13:02:52
So you can make it with photoshop
Afaik PS can't save RAW files without headers attached :/
#9466 posted by Argh! on 2013/06/03 03:43:23
Drive-by tip...
palette.lmp = Photoshop .act file (Image -> Mode -> Color Table -> Load/Save)
Careful with indexed images in Photoshop though, I recall some versions reversing the palette order on some types.
#9467 posted by Spiney on 2013/06/03 18:47:52
Was talking about making Quake readable palettes, not applying a palette to an image.
#9468 posted by Argh! on 2013/06/04 01:33:28
Which part of "Save" was confusing?
Oh I Dunno
#9469 posted by Spiney on 2013/06/04 19:53:38
The "Load/" part? The part where it reshuffles all the colors? The part where it's not actually raw rgb data?
#9470 posted by Argh! on 2013/06/05 10:50:21
Heh, I was trying to say PS's .act palette format is exactly the same as palette.lmp (and where you access that in PS).
The other was just a warning about a weird problem I encountered years ago when doing Quake & Quake2 texture work in PS.
/me goes back to lurking...
#9471 posted by metlslime on 2013/06/05 19:51:29
interesting... i always assumed .act was ascii rather than binary format.
Question To Kinn
#9472 posted by spy on 2013/06/06 17:42:13
hows it going?
Any progress to your maps?
Last Words In Base..
#9473 posted by mfx on 2013/06/07 20:02:08
Shots from my latest base map, which will be neat and playtested, i promise:)
1 2 3
This will be my last attempt in base style for a while, there�s more quake to be mapped. What do you think?
Very Picky Advice
But on shot 2, you could swap the floor textures to make the sunken tiles red. That would look a little bit better.
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