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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Sun Jan 03, 2010 12:40 pm    Post subject: Palettes Reply with quote

A friendly reminder of potentially forgotten features:

When you make a game, you can have the ability to replace "CRAPY BROWN QUAK APLETE" with an all new one yourself! MAKE SOME!

- Fimg has a palette editor

- XWE has a palette editor, but it is DOOM oriented. This is what I use, since it is fun to make gradients with.

- QME 3.1 has a palette editor, but its precision is lacking (i.e. sometimes it 180s some colors)

- The last 8 rows are reversed. This is only because Adrian Carmack is a lazy deluxepaint lover. There is no real reason for this reversal.


If you target software mode, don't forget about generating colormaps!

- Fimg can generate colormaps

- QME 3.1 is also a colormap generator, infact it's pretty versatile with this.


Quake will look like qrap if you use a new palette, but when you're making a game, what Quake would look like won't matter.
A new palette is key to invoking a new 'feel' to the new game.
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Sun Jan 03, 2010 3:16 pm    Post subject: Reply with quote

Well said. More importantly, a lot of people shy away from making new games using the Quake engine because Quake is brown. It doesn't have to be! Use either a new palette, like stated here, or use an engine with capability to load external textures.
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