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Problems with Fullbright Colours
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mh



Joined: 12 Jan 2008
Posts: 910

PostPosted: Sun Aug 23, 2009 7:27 pm    Post subject: Problems with Fullbright Colours Reply with quote

We've all seen it. A map using a new texture set is released, and you run it in either a modified engine or in software Quake, and there are areas of many textures - sometimes quite huge areas - that glow out of the darkness at you. The recently reviewed Temple of Anubis (over on Quaddicted) has it, Warpspasm had it, and there are many more.



(screenshot taken in original WinQuake - for crying out loud!)

What's going on? Are mappers not aware that fullbright colours are a feature of the Quake engine (and quite a deliberate, intentional one at that - check out colormap.lmp), or do they not test their maps in software Quake (or an engine that does support fullbrights)?
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Spirit



Joined: 20 Nov 2004
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PostPosted: Sun Aug 23, 2009 8:31 pm    Post subject: Reply with quote

Argh, that reminds me of my almost done next part of sw-vs-glquake for just this issue.

glquake is wildly popular amongst normal people. They do not know about better engines (except for the best: Tenebrae!!!). At least that is my guess and what sometimes surfaces in random forums.

Having a r_fullbrights switch in the engine can really make the pain go away in those cases but of course timewarp & extinguishing glquake and ugly engines would be the best way. Razz
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Electro



Joined: 29 Dec 2004
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PostPosted: Sun Aug 23, 2009 9:18 pm    Post subject: Reply with quote

This is the result of textures not being originally painted in the Quake1 palette. When it's converted to the Quake1 palette, the tool is just finding the nearest colour (regardless of fullbright or not). This most often occurs for textures that are stolen from other games and run through a mass conversion without anyone even looking or knowing what the hell they're doing.
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goldenboy



Joined: 05 Sep 2008
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PostPosted: Mon Aug 24, 2009 1:55 am    Post subject: Re: Problems with Fullbright Colours Reply with quote

There is no tool for easy removal of fullbrights after conversion. There's Wally, which doesn't pay attention to fullbrights. There's TexMex, but I never got into it. I didn't find out how to simply remove fullbrights with that, either.

Doing it by hand is teh horror.

In general, creating or modifying assets for Quake is teh horror.

Even more so under Linux.
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Willem



Joined: 23 Jan 2008
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PostPosted: Mon Aug 24, 2009 12:31 pm    Post subject: Reply with quote

If you're using ToeTag on a Mac, you can export the texture and then import it using the "without fullbrights" option. It's only a few clicks per problematic texture.
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frag.machine



Joined: 25 Nov 2006
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PostPosted: Tue Aug 25, 2009 12:51 am    Post subject: Reply with quote

To convert textures to Quake I use PaintShop Pro. I open the image, then I load a customized palette file and presto. Works just fine. To generate the .pal file, I first took a PCX screenshot in WinQuake, opened it in PSP, erased by hand the last 16 colors in the palette and saved the resulting .pal file.
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ceriux



Joined: 06 Sep 2008
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PostPosted: Tue Aug 25, 2009 1:20 am    Post subject: Reply with quote

i have a easyier way, that or i can just upload and post mine up =)

i just opened up wally's quake pallet and saved it in a format photoshop can open xD presto done! =D
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xaGe



Joined: 01 Mar 2006
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PostPosted: Tue Aug 25, 2009 2:27 am    Post subject: Reply with quote

..OR you get yourself a copy of the freeware Quake texture manipulation program called TEXMEX(formerly hosted via PlanetQuake). Open the wad your using to texture with or even the map.bsp itself in Texmex. Select the offending texture, right-click and choose Adjust Brightness, then click Remove Brites. Do this to all the offending textures and don't forget to save it after you have finished removing the full brights from your textures.
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frag.machine



Joined: 25 Nov 2006
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PostPosted: Tue Aug 25, 2009 11:46 pm    Post subject: Reply with quote

@Xage: your suggestion is much better. Mine works well for importing 1 or 2 textures to a .wad.
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xaGe



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PostPosted: Wed Aug 26, 2009 12:32 am    Post subject: Reply with quote

Smile ..Just giving an alternative that I've used over the years myself. I've done it the way you do as well a lot too. I know your method will also work in Photoshop & Gimp at least as well.

frag.machine wrote:
@Xage: your suggestion is much better. Mine works well for importing 1 or 2 textures to a .wad.
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FrikaC
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Joined: 08 Oct 2004
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PostPosted: Wed Aug 26, 2009 5:43 pm    Post subject: Reply with quote

I should add that to fimg. Also make fimg good, I should do that too.
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xaGe



Joined: 01 Mar 2006
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PostPosted: Thu Aug 27, 2009 2:29 am    Post subject: Reply with quote

Yeah, why not? or add it to quaded if it still exists...lol

FrikaC wrote:
I should add that to fimg. Also make fimg good, I should do that too.
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Spirit



Joined: 20 Nov 2004
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PostPosted: Fri Aug 28, 2009 11:39 am    Post subject: Reply with quote

Hey xaGe, you really do not need to quote posts you are directly replying to. And if you do, rather put the quote above your reply otherwise it is a completely backward way of reading. Wink
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xaGe



Joined: 01 Mar 2006
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PostPosted: Fri Aug 28, 2009 11:43 pm    Post subject: Reply with quote

..Thanks for the tip! Wink

Spirit wrote:
Hey xaGe, you really do not need to quote posts you are directly replying to. And if you do, rather put the quote above your reply otherwise it is a completely backward way of reading. Wink
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MeTcHsteekle



Joined: 15 May 2008
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PostPosted: Sat Aug 29, 2009 1:12 am    Post subject: Reply with quote

i find its seems to be a good habit as its like a summery of what he is talking about especially if he is commenting on a post on page 2 and his is on page 5 or somfing
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