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Postby ceriux » Fri Dec 25, 2009 7:07 pm

to make LMP files i use wally.
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Postby RenegadeC » Sat Dec 26, 2009 9:18 am

Only problem I have with reload frames is the lazy way people do it: By making the players animation reference self.weaponframe = #; called upon while having the actual player.mdl ice skate across the floor (to others) just to play a client side animation.

Someone should write a proper reloading weapons tutorial that can reference the self.weaponframe numbers of animation without stalling the player.mdl frames :P (The proper way), I did this in SSTTD but I'm too lazy to go back and look at it.
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Postby MDave » Thu Dec 31, 2009 1:11 am

Baker wrote:
Ghost_Fang wrote:so i could do what kurok did and replace the pallette?
Is that just in the gfx?
and could i just copy/paste kurok's pallette?


I'd use Kurok's palette and play around with that so you can see the effects it has on your project.

If you use an altered palette, all existing graphics will use that palette and the colors will be foobar'd.

If you use a custom palette, you will have to remake ALL skins and textures and so forth. You'll see...


I'd just like to point out Kurok doesn't use a custom palette for anything, it's good old Quake palette, only custom palettes for skybox images ;)
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Postby Downsider » Thu Dec 31, 2009 2:04 am

MDave wrote:
Baker wrote:
Ghost_Fang wrote:so i could do what kurok did and replace the pallette?
Is that just in the gfx?
and could i just copy/paste kurok's pallette?


I'd use Kurok's palette and play around with that so you can see the effects it has on your project.

If you use an altered palette, all existing graphics will use that palette and the colors will be foobar'd.

If you use a custom palette, you will have to remake ALL skins and textures and so forth. You'll see...


I'd just like to point out Kurok doesn't use a custom palette for anything, it's good old Quake palette, only custom palettes for skybox images ;)


I thought it used a different global palette?
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Postby SamUK » Thu Dec 31, 2009 2:06 am

Nope, it's the quake pallet.
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Postby FrikaC » Thu Dec 31, 2009 5:39 pm

YPOD uses a custom palette, but I digress.

i have fIMG and adquedit
and the pallette.lmp is a 1kb file of nothingness


The palette.lmp file is loadable in fimg, but because it's not an image file you don't choose the main window's File->Open.

Instead from the main menu select Image->Edit Palette.. then the palette editor dialog will pop up, from in there choose File->Load or click the "Load" button. Select the palette.lmp file, from there you will see all the colors in the palette. To edit them double click on each color, when you're done, click the "Save" button.

If you're editing the quake palette you'll also need a new colormap.lmp file which fimg can generate for you. To do so, select Tools->Generate Colormap from the palette editor window. In general you should leave the options the way they are unless you want to change the number of fullbrights (GLQuake doesn't care about fullbrights so it probably doesn't matter). Click okay and save the file as colormap.lmp in your mod's gfx directory.
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Postby Ghost_Fang » Sat Jan 02, 2010 1:19 am

kuroks pallette and quake's pallete are the same.
unless i didnt locate kurok's pallette correctly
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Postby MDave » Sat Jan 02, 2010 1:30 am

Ghost_Fang wrote:kuroks pallette and quake's pallete are the same.
unless i didnt locate kurok's pallette correctly


I already said Kurok doesn't use a custom palette.
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Postby Ghost_Fang » Sat Jan 02, 2010 6:15 am

Oh, sorry, well then how did you escape from quake's crappy pallette and lack of colors?
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Postby Downsider » Sat Jan 02, 2010 7:06 am

Ghost_Fang wrote:Oh, sorry, well then how did you escape from quake's crappy pallette and lack of colors?


He made his textures to work with Quake's palette by design, rather than trying to force Quake's palette to work with the textures ;)
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Postby Ghost_Fang » Sat Jan 02, 2010 7:46 am

Now how would i go about doing that?
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Postby Spirit » Sat Jan 02, 2010 10:43 am

Huh? By using the colors in the Quake palette obviously.
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Postby Ghost_Fang » Sat Jan 02, 2010 5:27 pm

How did he get such rich colors, including bright green, quake doesnt even have green.
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Postby SamUK » Sat Jan 02, 2010 7:13 pm

Where have you seen bright green in the game?

If your talking about the skybox, that's already been stated that it use's it's own pallet.
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Postby Baker » Sun Jan 03, 2010 2:31 am

SamUK wrote:Where have you seen bright green in the game?

If your talking about the skybox, that's already been stated that it use's it's own pallet.


MDave had me fooled with green in Kurok so I assumed he wasn't using the Quake palette. Oops!

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