what's the best tool for making sprites in quake?
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Sajt wrote:You can do that in Paint Shop Pro too if you rename palette.lmp to palette.raw.
You don't even have to rename it - just select the "RAW" filetype and select any file.
Turn "preview" off though or you'll be asked importing questions on every file highlighted!
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- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
I can't comment on this sprite issue because I don't know what steps you took and what the source images were, I suspect you probably just jammed a few 24 or 32 bit images in the mix and fimg did the best it could with your input. The spr file reflects what you see in game, so the fault lies in the process you use to make this, which you didn't elaborate on.
I think that's probably overkill, leilei. Fimg handles palettes simply. If the image is already 8bit it will not modify the palette when saving in a Quake format. If it's a higher than that it will drop it to 8bit using the palette.lmp in the fimg folder, thus you can sidestep any and all conversion by making sure your file is 8bit before saving in a quake format. As far as viewing such files (since on load it will use the palette.lmp in the fimg foler) you can load the spr/lmp/whatever, choose Image->Edit Palette. Turn on the Options->"Maintain Indexes(sp)" and click Load. Select the palette you'd like to use for this image. Et viola. It's a few more steps, but hey, I don't want to be responsible for filling up your hdd with a bunch of needed exes.
That is a very bad way to generate a PSP palette. It's at the mercy of any color shifts currently active on the player and gamma/brightness settings. The best way, imo for PaintShop Pro palettes at least, is to open fimg, choose Image->Edit Palette and click Save. Select "Dr. Halo / Jasc Palette (*.pal)" and type a filename, be sure to include the .pal exention.
the Fimg palette thing I solve by making multiple copies of fimg, renaming fimg's executable and making appropriate palettes for each fimg folder. so i can right click->open with->fimgforhexen2.exe.
I think that's probably overkill, leilei. Fimg handles palettes simply. If the image is already 8bit it will not modify the palette when saving in a Quake format. If it's a higher than that it will drop it to 8bit using the palette.lmp in the fimg folder, thus you can sidestep any and all conversion by making sure your file is 8bit before saving in a quake format. As far as viewing such files (since on load it will use the palette.lmp in the fimg foler) you can load the spr/lmp/whatever, choose Image->Edit Palette. Turn on the Options->"Maintain Indexes(sp)" and click Load. Select the palette you'd like to use for this image. Et viola. It's a few more steps, but hey, I don't want to be responsible for filling up your hdd with a bunch of needed exes.
To grab the real quake pallete I use WinQuake: take a screenshot in PCX format, open it in your favorite image editor, export the palette from it. Since I use PSP (an ancient version, tbh), I export it to PSP palette format (.pal).
That is a very bad way to generate a PSP palette. It's at the mercy of any color shifts currently active on the player and gamma/brightness settings. The best way, imo for PaintShop Pro palettes at least, is to open fimg, choose Image->Edit Palette and click Save. Select "Dr. Halo / Jasc Palette (*.pal)" and type a filename, be sure to include the .pal exention.
- FrikaC
- Site Admin
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leileilol wrote:FrikaC wrote:I think that's probably overkill, leilei.
not if you're opening hexen2 lmp files. having to open a palette every time would be madness since hexen2 has so many sprs and lmps
I do it from time to time, but okay, I guess if you're working with a lot of files those steps would get annoying.
- FrikaC
- Site Admin
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FrikaC wrote:To grab the real quake pallete I use WinQuake: take a screenshot in PCX format, open it in your favorite image editor, export the palette from it. Since I use PSP (an ancient version, tbh), I export it to PSP palette format (.pal).
That is a very bad way to generate a PSP palette. It's at the mercy of any color shifts currently active on the player and gamma/brightness settings. The best way, imo for PaintShop Pro palettes at least, is to open fimg, choose Image->Edit Palette and click Save. Select "Dr. Halo / Jasc Palette (*.pal)" and type a filename, be sure to include the .pal exention.
Hmm, never observed any of this but makes sense. Maybe because I just made this a couple of times running Winquake with no gamma settings in the command line and just took a screenshot from the spawn in start.bsp.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Yeah
host_basepal is never shifted.
- Code: Select all
WritePCXfile (pcxname, vid.buffer, vid.width, vid.height, vid.rowbytes, host_basepal);
host_basepal is never shifted.
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- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
I personally prefer screenshots to be ungamma'd. Your gamma setting is uh...philosophically associated with your display, not with the game itself. The screenshot file will be shared with other people with other displays, and your gamma settings won't likely help them...
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
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- Joined: Sat Oct 16, 2004 3:39 am
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