Problems with Fullbright Colours
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Problems with Fullbright Colours
We've all seen it. A map using a new texture set is released, and you run it in either a modified engine or in software Quake, and there are areas of many textures - sometimes quite huge areas - that glow out of the darkness at you. The recently reviewed Temple of Anubis (over on Quaddicted) has it, Warpspasm had it, and there are many more.
(screenshot taken in original WinQuake - for crying out loud!)
What's going on? Are mappers not aware that fullbright colours are a feature of the Quake engine (and quite a deliberate, intentional one at that - check out colormap.lmp), or do they not test their maps in software Quake (or an engine that does support fullbrights)?
(screenshot taken in original WinQuake - for crying out loud!)
What's going on? Are mappers not aware that fullbright colours are a feature of the Quake engine (and quite a deliberate, intentional one at that - check out colormap.lmp), or do they not test their maps in software Quake (or an engine that does support fullbrights)?
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We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Argh, that reminds me of my almost done next part of sw-vs-glquake for just this issue.
glquake is wildly popular amongst normal people. They do not know about better engines (except for the best: Tenebrae!!!). At least that is my guess and what sometimes surfaces in random forums.
Having a r_fullbrights switch in the engine can really make the pain go away in those cases but of course timewarp & extinguishing glquake and ugly engines would be the best way.
glquake is wildly popular amongst normal people. They do not know about better engines (except for the best: Tenebrae!!!). At least that is my guess and what sometimes surfaces in random forums.
Having a r_fullbrights switch in the engine can really make the pain go away in those cases but of course timewarp & extinguishing glquake and ugly engines would be the best way.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
This is the result of textures not being originally painted in the Quake1 palette. When it's converted to the Quake1 palette, the tool is just finding the nearest colour (regardless of fullbright or not). This most often occurs for textures that are stolen from other games and run through a mass conversion without anyone even looking or knowing what the hell they're doing.
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Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
- Electro
- Posts: 312
- Joined: Wed Dec 29, 2004 11:25 pm
- Location: Brisbane, Australia
Re: Problems with Fullbright Colours
There is no tool for easy removal of fullbrights after conversion. There's Wally, which doesn't pay attention to fullbrights. There's TexMex, but I never got into it. I didn't find out how to simply remove fullbrights with that, either.
Doing it by hand is teh horror.
In general, creating or modifying assets for Quake is teh horror.
Even more so under Linux.
Doing it by hand is teh horror.
In general, creating or modifying assets for Quake is teh horror.
Even more so under Linux.
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goldenboy - Posts: 924
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- Location: Kiel
If you're using ToeTag on a Mac, you can export the texture and then import it using the "without fullbrights" option. It's only a few clicks per problematic texture.
- Willem
- Posts: 73
- Joined: Wed Jan 23, 2008 10:58 am
To convert textures to Quake I use PaintShop Pro. I open the image, then I load a customized palette file and presto. Works just fine. To generate the .pal file, I first took a PCX screenshot in WinQuake, opened it in PSP, erased by hand the last 16 colors in the palette and saved the resulting .pal file.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
..OR you get yourself a copy of the freeware Quake texture manipulation program called TEXMEX(formerly hosted via PlanetQuake). Open the wad your using to texture with or even the map.bsp itself in Texmex. Select the offending texture, right-click and choose Adjust Brightness, then click Remove Brites. Do this to all the offending textures and don't forget to save it after you have finished removing the full brights from your textures.
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xaGe - Posts: 461
- Joined: Wed Mar 01, 2006 8:29 am
- Location: Upstate, New York
@Xage: your suggestion is much better. Mine works well for importing 1 or 2 textures to a .wad.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
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Last edited by xaGe on Tue Nov 27, 2018 8:57 am, edited 1 time in total.
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xaGe - Posts: 461
- Joined: Wed Mar 01, 2006 8:29 am
- Location: Upstate, New York
Hey xaGe, you really do not need to quote posts you are directly replying to. And if you do, rather put the quote above your reply otherwise it is a completely backward way of reading. 
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
i find its seems to be a good habit as its like a summery of what he is talking about especially if he is commenting on a post on page 2 and his is on page 5 or somfing
bah
- MeTcHsteekle
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