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.
Otp
#9475 posted by anonymous user on 2013/06/07 20:17:41
done.
Looks Cool.
#9476 posted by Shambler on 2013/06/07 20:17:54
Nuff said.
So Far
it looks ok.
It's kind of flat looking floor plan, I like a map with some sweet Z-Axis. It looks like you're very early in the development stages but some nice details in shots 1 and 2, shot 3 looks much earlier and unfinished.
I liked your other base map so I am looking forward to this.
Niiiice!
#9478 posted by RickyT33 on 2013/06/07 22:17:04
5th
#9479 posted by mfx on 2013/06/07 22:28:11
Yeah its kind of early in development, flatness of floors...
Z axis action is already there, have no ss by now.
Ricky, knew you like it! Heavily inspired by Stark Monstrosity, i can tell.
Ok, Here We Go
#9480 posted by mfx on 2013/06/07 22:43:45
some more shots.
Heavily under construction by now, as you can see..
1 2
I like it very much atm...;)
Starkmon
is one of my all time favourite maps that I play very often.
If this is your inspiration then I am truly excited!
Heh - Thanks Guys
#9482 posted by RickyT33 on 2013/06/07 23:10:09
I'm glad you enjoyed it :)
I should map more often I guess.
Go Map!!! Now!
#9483 posted by From Berlin on 2013/06/07 23:12:31
Follow the order!
-mfx-
Looks Very Cool
#9484 posted by nitin on 2013/06/08 01:30:49
only thing I can say is maybe work on the rocks a bit more, at the moment they do look like flat walls with rock textures. Apart from that, it looks really good.
Nitin
#9485 posted by mfx on 2013/06/08 02:03:35
its the concrete texture causing your eyes
to see flat surfaces. I can assure you, no flat brushes in those shots, except the floor...
rocks gonna rock.
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