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ceriux



Joined: 06 Sep 2008
Posts: 968
Location: Florida, USA

PostPosted: Fri Dec 25, 2009 7:07 pm    Post subject: Reply with quote

to make LMP files i use wally.
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RenegadeC



Joined: 15 Oct 2004
Posts: 370
Location: The freezing hell; Canada

PostPosted: Sat Dec 26, 2009 9:18 am    Post subject: Reply with quote

Only problem I have with reload frames is the lazy way people do it: By making the players animation reference self.weaponframe = #; called upon while having the actual player.mdl ice skate across the floor (to others) just to play a client side animation.

Someone should write a proper reloading weapons tutorial that can reference the self.weaponframe numbers of animation without stalling the player.mdl frames Razz (The proper way), I did this in SSTTD but I'm too lazy to go back and look at it.
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MDave



Joined: 17 Dec 2007
Posts: 75

PostPosted: Thu Dec 31, 2009 1:11 am    Post subject: Reply with quote

Baker wrote:
Ghost_Fang wrote:
so i could do what kurok did and replace the pallette?
Is that just in the gfx?
and could i just copy/paste kurok's pallette?


I'd use Kurok's palette and play around with that so you can see the effects it has on your project.

If you use an altered palette, all existing graphics will use that palette and the colors will be foobar'd.

If you use a custom palette, you will have to remake ALL skins and textures and so forth. You'll see...


I'd just like to point out Kurok doesn't use a custom palette for anything, it's good old Quake palette, only custom palettes for skybox images Wink
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Thu Dec 31, 2009 2:04 am    Post subject: Reply with quote

MDave wrote:
Baker wrote:
Ghost_Fang wrote:
so i could do what kurok did and replace the pallette?
Is that just in the gfx?
and could i just copy/paste kurok's pallette?


I'd use Kurok's palette and play around with that so you can see the effects it has on your project.

If you use an altered palette, all existing graphics will use that palette and the colors will be foobar'd.

If you use a custom palette, you will have to remake ALL skins and textures and so forth. You'll see...


I'd just like to point out Kurok doesn't use a custom palette for anything, it's good old Quake palette, only custom palettes for skybox images Wink


I thought it used a different global palette?
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SamUK



Joined: 17 Dec 2008
Posts: 98
Location: United Kingdom

PostPosted: Thu Dec 31, 2009 2:06 am    Post subject: Reply with quote

Nope, it's the quake pallet.
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FrikaC
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Joined: 08 Oct 2004
Posts: 947

PostPosted: Thu Dec 31, 2009 5:39 pm    Post subject: Reply with quote

YPOD uses a custom palette, but I digress.

Quote:
i have fIMG and adquedit
and the pallette.lmp is a 1kb file of nothingness


The palette.lmp file is loadable in fimg, but because it's not an image file you don't choose the main window's File->Open.

Instead from the main menu select Image->Edit Palette.. then the palette editor dialog will pop up, from in there choose File->Load or click the "Load" button. Select the palette.lmp file, from there you will see all the colors in the palette. To edit them double click on each color, when you're done, click the "Save" button.

If you're editing the quake palette you'll also need a new colormap.lmp file which fimg can generate for you. To do so, select Tools->Generate Colormap from the palette editor window. In general you should leave the options the way they are unless you want to change the number of fullbrights (GLQuake doesn't care about fullbrights so it probably doesn't matter). Click okay and save the file as colormap.lmp in your mod's gfx directory.
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Sat Jan 02, 2010 1:19 am    Post subject: Reply with quote

kuroks pallette and quake's pallete are the same.
unless i didnt locate kurok's pallette correctly
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MDave



Joined: 17 Dec 2007
Posts: 75

PostPosted: Sat Jan 02, 2010 1:30 am    Post subject: Reply with quote

Ghost_Fang wrote:
kuroks pallette and quake's pallete are the same.
unless i didnt locate kurok's pallette correctly


I already said Kurok doesn't use a custom palette.
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Sat Jan 02, 2010 6:15 am    Post subject: Reply with quote

Oh, sorry, well then how did you escape from quake's crappy pallette and lack of colors?
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Sat Jan 02, 2010 7:06 am    Post subject: Reply with quote

Ghost_Fang wrote:
Oh, sorry, well then how did you escape from quake's crappy pallette and lack of colors?


He made his textures to work with Quake's palette by design, rather than trying to force Quake's palette to work with the textures Wink
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Sat Jan 02, 2010 7:46 am    Post subject: Reply with quote

Now how would i go about doing that?
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Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Sat Jan 02, 2010 10:43 am    Post subject: Reply with quote

Huh? By using the colors in the Quake palette obviously.
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Sat Jan 02, 2010 5:27 pm    Post subject: Reply with quote

How did he get such rich colors, including bright green, quake doesnt even have green.
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SamUK



Joined: 17 Dec 2008
Posts: 98
Location: United Kingdom

PostPosted: Sat Jan 02, 2010 7:13 pm    Post subject: Reply with quote

Where have you seen bright green in the game?

If your talking about the skybox, that's already been stated that it use's it's own pallet.
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Sun Jan 03, 2010 2:31 am    Post subject: Reply with quote

SamUK wrote:
Where have you seen bright green in the game?

If your talking about the skybox, that's already been stated that it use's it's own pallet.


MDave had me fooled with green in Kurok so I assumed he wasn't using the Quake palette. Oops!

Baker -1
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