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ajay



Joined: 29 Oct 2004
Posts: 295
Location: Swindon, UK

PostPosted: Sun Jul 29, 2007 2:13 pm    Post subject: Fullbrights Reply with quote

How can I remove fullbright colours from textures? Is there a nice utility or process I can employ, or is it a "by hand" technique?

Cheers

Andy
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Lardarse



Joined: 05 Nov 2005
Posts: 243
Location: Bristol, UK

PostPosted: Sun Jul 29, 2007 2:26 pm    Post subject: Reply with quote

The way I did it once, is to remove the fullbright colours from the pallete, and make then all black for example. Then apply the pallete to the image. Hopefully then, colours 224-255 will be unused, leaving you with no fullbrights. This is also a good way to do it if you only want a small area to be fullbright, as it's probably easier to put fullbrights in manually than remove them.
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Preach



Joined: 25 Nov 2004
Posts: 122

PostPosted: Sun Jul 29, 2007 3:12 pm    Post subject: Removing fullbrights Reply with quote

You can also do it using QMe. Load the image as the skin of a model in QMe, then go to view->Skin Palette Map Editor. You can then uncheck rows of the palette, and all pixels from those rows will be replaced with colours in rows that are checked. You may want to check other rows before you uncheck the fullbright row - for instance if you're trying to remove fullbright orange, make sure all the brown and orange rows are checked so the skin has some colours to map to. You can also replace a single colour with another specified colour by double clicking it, then clicking on the target colour.

It's a bit longwinded if you have lots of map textures to fix, but it's a good way of cleaning up models.
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ajay



Joined: 29 Oct 2004
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Location: Swindon, UK

PostPosted: Sun Jul 29, 2007 7:04 pm    Post subject: Reply with quote

Thanks guys, texmex managed to make it foolproof one button clicking type solution for me. Smile
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Dr. Shadowborg
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Joined: 16 Oct 2004
Posts: 726

PostPosted: Sun Jul 29, 2007 7:38 pm    Post subject: Reply with quote

Texmex rules. I spent two hours the other day trying to get a texture to work in a .wad file using that useless piece of crap mipdip15. Texmex made it work right off. Smile
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Teiman



Joined: 03 Jun 2007
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PostPosted: Mon Jul 30, 2007 10:44 am    Post subject: Reply with quote

Can you guys host the edited palette.lmp file somewhere? Is a simple solution that I will love to have (maybe to use with wally, fimg and others alike )
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Mon Jul 30, 2007 11:39 am    Post subject: Reply with quote

Someone should make a Quake modding pack, with all cool tools, and minor stuff like this, and some modern modding engines (Vengeance, DP, FTE), a simple scratch project to base your mods off, an example mod, a quick start tutorial, more advanced docs, plus tutorials.

Only problem is content, and that some of the cool tools are illegal to redistribute and/or payware. If one just avoids big programs (such as modeling tools like 3dsmax, and map tools like gtkr), I doubt anyone would complain, cause they're (atleast in practice) mostly abandonware.

They'd obviously all need to be perfectly set up to work almost right out of the box, preferrably with either Quake, a stripped down version or OpenQuartz or something, so that it's all really there. I'd prefer it to have it's own content, but that needs more work.
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FrikaC
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Joined: 08 Oct 2004
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PostPosted: Mon Jul 30, 2007 1:54 pm    Post subject: Reply with quote

The Quaded package was going to be that.
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scar3crow
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Joined: 18 Jan 2005
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Location: Las Vegas, NV

PostPosted: Mon Jul 30, 2007 2:15 pm    Post subject: Reply with quote

Was?
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FrikaC
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PostPosted: Mon Jul 30, 2007 6:56 pm    Post subject: Reply with quote

I may not have time to finish it.
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Urre



Joined: 05 Nov 2004
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Location: Sweden

PostPosted: Mon Jul 30, 2007 10:00 pm    Post subject: Reply with quote

OMG please
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scar3crow
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Joined: 18 Jan 2005
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PostPosted: Mon Jul 30, 2007 10:06 pm    Post subject: Reply with quote

FrikaC - If that becomes the case, I do hope you can pass the source on to someone else capable of finishing it, it could be a tremendous asset. Like Urre, he has a funny screen name, he could do it!

Regarding the Quake modding pack idea in general as suggested by funny screen name Urre, sounds like it could just be a matter of a zip containing cleanquake, qcide or similar, frikqcc or fteqcc, a legal version of qme, fimg, and the latest version of BSP. Give them a link to audacity, gimp and blender if they want to do more, and links to DP, FitzQuake and maybe a few others.
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leileilol



Joined: 15 Oct 2004
Posts: 1322

PostPosted: Tue Jul 31, 2007 4:58 am    Post subject: Reply with quote

why do all that when QuArK can lol!!
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Sajt



Joined: 16 Oct 2004
Posts: 1027

PostPosted: Tue Jul 31, 2007 5:44 am    Post subject: Reply with quote

I used Paint Shop Pro (7) to do the palette stuff... just made another palette with the last two rows black
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Urre



Joined: 05 Nov 2004
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PostPosted: Tue Jul 31, 2007 7:54 am    Post subject: Reply with quote

scar3crow: Someone should make a script that downloads all those things, to avoid problems like redistribution and license incompatibility. Also, who would want a legal version of qme?
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