Where to start?
Moderator: InsideQC Admins
39 posts
• Page 2 of 3 • 1, 2, 3
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
(The proper way), I did this in SSTTD but I'm too lazy to go back and look at it.
Someone should write a proper reloading weapons tutorial that can reference the self.weaponframe numbers of animation without stalling the player.mdl frames
-

RenegadeC - Posts: 391
- Joined: Fri Oct 15, 2004 10:19 pm
- Location: The freezing hell; Canada
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
-

MDave - Posts: 76
- Joined: Mon Dec 17, 2007 7:08 pm
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?
-

Downsider - Posts: 621
- Joined: Tue Sep 16, 2008 1:35 am
YPOD uses a custom palette, but I digress.
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.
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.
- FrikaC
- Site Admin
- Posts: 1026
- Joined: Fri Oct 08, 2004 11:19 pm
Huh? By using the colors in the Quake palette obviously.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
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!
Baker -1
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
39 posts
• Page 2 of 3 • 1, 2, 3
Who is online
Users browsing this forum: No registered users and 1 guest
