Palettes

Non-technical talk about multiplayer and singleplayer gameplay and game design.
Post Reply
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Palettes

Post by leileilol »

A friendly reminder of potentially forgotten features:

When you make a game, you can have the ability to replace "CRAPY BROWN QUAK APLETE" with an all new one yourself! MAKE SOME!

- Fimg has a palette editor

- XWE has a palette editor, but it is DOOM oriented. This is what I use, since it is fun to make gradients with.

- QME 3.1 has a palette editor, but its precision is lacking (i.e. sometimes it 180s some colors)

- The last 8 rows are reversed. This is only because Adrian Carmack is a lazy deluxepaint lover. There is no real reason for this reversal.


If you target software mode, don't forget about generating colormaps!

- Fimg can generate colormaps

- QME 3.1 is also a colormap generator, infact it's pretty versatile with this.


Quake will look like qrap if you use a new palette, but when you're making a game, what Quake would look like won't matter.
A new palette is key to invoking a new 'feel' to the new game.
i should not be here
Urre
Posts: 1109
Joined: Fri Nov 05, 2004 2:36 am
Location: Moon
Contact:

Post by Urre »

Well said. More importantly, a lot of people shy away from making new games using the Quake engine because Quake is brown. It doesn't have to be! Use either a new palette, like stated here, or use an engine with capability to load external textures.
I was once a Quake modder
Post Reply