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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Sun Aug 23, 2009 7:27 pm Post subject: Problems with Fullbright Colours |

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 Posts: 476 |

Posted: Sun Aug 23, 2009 8:31 pm Post subject: |

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.
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Electro Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia |

Posted: Sun Aug 23, 2009 9:18 pm Post subject: |

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 Posts: 310 Location: Kiel |

Posted: Mon Aug 24, 2009 1:55 am Post subject: Re: Problems with Fullbright Colours |

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 Posts: 73 |

Posted: Mon Aug 24, 2009 12:31 pm Post subject: |

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. _________________ www.wantonhubris.com

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Tue Aug 25, 2009 12:51 am Post subject: |

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 Posts: 969 Location: Florida, USA |

Posted: Tue Aug 25, 2009 1:20 am Post subject: |

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 _________________ QuakeDB - Quake ModDB Group

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xaGe Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York |

Posted: Tue Aug 25, 2009 2:27 am Post subject: |

..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 Posts: 728 |

Posted: Tue Aug 25, 2009 11:46 pm Post subject: |

@Xage: your suggestion is much better. Mine works well for importing 1 or 2 textures to a .wad. _________________ frag.machine - Q2K4 Project http://fragmachine.quakedev.com/

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xaGe Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York |

Posted: Wed Aug 26, 2009 12:32 am Post subject: |

..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 Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Wed Aug 26, 2009 5:43 pm Post subject: |

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

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xaGe Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York |

Posted: Thu Aug 27, 2009 2:29 am Post subject: |

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 Posts: 476 |

Posted: Fri Aug 28, 2009 11:39 am Post subject: |

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. _________________ Quake Maps

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xaGe Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York |

Posted: Fri Aug 28, 2009 11:43 pm Post subject: |

..Thanks for the tip!

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.

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MeTcHsteekle Joined: 15 May 2008 Posts: 397 Location: its a secret |

Posted: Sat Aug 29, 2009 1:12 am Post subject: |

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 _________________ bah

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