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what's the best tool for making sprites in quake?

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Postby leileilol » Sat Feb 05, 2011 1:24 am

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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Postby FrikaC » Mon Feb 07, 2011 10:31 pm

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.

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.
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Postby leileilol » Mon Feb 07, 2011 10:51 pm

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
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Postby FrikaC » Mon Feb 07, 2011 11:42 pm

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.
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Postby ceriux » Mon Feb 07, 2011 11:53 pm

if you get the same problem as me. just make sure the fimg has the correct palette loaded . that was the only problem i had.
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Postby frag.machine » Wed Feb 09, 2011 10:59 pm

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.
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Postby leileilol » Wed Feb 09, 2011 11:31 pm

I thought Quake just dumped a screenshot with the palette intact rather than gamma shifted? At least the DOS version does... infact Makaqu had a 'fix' to this function to take the current shifted palette I believe.
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Postby FrikaC » Thu Feb 10, 2011 12:30 am

I may be wrong on that, but I remember the palette I got from a pcx screenshot not being correct and I assumed it was as a result of that.
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Postby leileilol » Thu Feb 10, 2011 3:08 am

Yeah
Code: Select all
   WritePCXfile (pcxname, vid.buffer, vid.width, vid.height, vid.rowbytes, host_basepal);


host_basepal is never shifted.
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Postby FrikaC » Fri Feb 11, 2011 4:33 pm

Well then I stand corrected, but that seems like a bug to me.
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Postby Sajt » Fri Feb 11, 2011 6:05 pm

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...
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Postby FrikaC » Mon Feb 14, 2011 7:32 pm

I was speaking more of the palette shifts being ignored, because you're right, gamma should not apply.
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Postby Sajt » Mon Feb 14, 2011 8:50 pm

Indeed! I forgot about palette shifts.
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