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What makes makes Kurok so colourful is the combination of maximising the use of colours available, coloured light maps and coloured fog.
Photoshop does a pretty awesome job of converting textures to the quake palette if you keep the limitations of the colour palette in mind
I think I'm going way off-topic now though
Photoshop does a pretty awesome job of converting textures to the quake palette if you keep the limitations of the colour palette in mind
I think I'm going way off-topic now though
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MDave - Posts: 76
- Joined: Mon Dec 17, 2007 7:08 pm
Yea but quake's pallette doesnt have green, so it means that green cant be in quake, what am i missing? I have a green model/texture and it shows up gray..... i dont get it....
- Ghost_Fang
- Posts: 336
- Joined: Thu Nov 12, 2009 4:37 am
nah, just delusion. Kurok has the same greens Quake has. Quake's greens are just seen in some grass textures, and a wide range of copper which is what the less saturated, bluer green is used for. The latter 'copper' green is used for the majority of Kurok being a result of 24-bit pulldown from texture import. Same goes for those other 'games'.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
MDave wrote:What makes makes Kurok so colourful is the combination of maximising the use of colours available, coloured light maps and coloured fog.
Photoshop does a pretty awesome job of converting textures to the quake palette if you keep the limitations of the colour palette in mind
I think I'm going way off-topic now though
Strange thing is: when on DarkPlaces or any other engine, the game colors break. Are you sure you're not modifying the palette on the engine or anything?
- JasonX
- Posts: 411
- Joined: Tue Apr 21, 2009 2:08 pm
They look fine for me (apart from fullbrights).
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
39 posts
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