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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Sun Jan 03, 2010 12:40 pm Post subject: Palettes |
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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
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Posted: Sun Jan 03, 2010 3:16 pm Post subject: |
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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. _________________ Look out for Twigboy |
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