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Postby MDave » Sun Jan 03, 2010 3:30 am

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 :P
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Postby Ghost_Fang » Sun Jan 03, 2010 6:02 am

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....
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Postby Downsider » Sun Jan 03, 2010 6:54 am

Quake's palette does have one or two greens I think.
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Postby Ghost_Fang » Sun Jan 03, 2010 7:47 am

yea really crappy, really dark greens, not the rich greens like in kurok
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Postby goldenboy » Sun Jan 03, 2010 9:31 am

screenie?
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Postby leileilol » Sun Jan 03, 2010 12:19 pm

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'.
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Postby Ghost_Fang » Sun Jan 03, 2010 6:25 pm

OK so the green does exsist, then why does my green textured model show up gray?
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Postby JasonX » Fri Apr 09, 2010 11:22 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 :P


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?
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Postby Spirit » Fri Apr 09, 2010 3:12 pm

They look fine for me (apart from fullbrights).
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