Q1: What is the proper/intelligent/professional way to make high res player skins?
I've been rtfming about the situation with Quake and textures, but haven't found a 'step by step' guide. Currently my (newbie guesswork) procedure is:
1. In QME, open the model, and export the skin.
2. Open the skin (pcx) in Photoshop.
3. At this point we are ready to paint, but how do you pick the colours you want to use? I began by seeing if the colour exists in an existing skin, and using the eye dropper tool to select it, and then draw using that colour. After some more rtfming, I opened open up the quake pallette (as shown ), and , but this (for some reason) resulted in messed up skins. [DISCLAIMER: This might be because I changed the format to RGB (so I could use layers) and changed back to '8 bit indexed colour', and something else might have gone wrong]
I found this , but there must be a different format for skins, because when I open player existing (TF) skins in Photoshop, they are all 8 bit Indexed colour. The resolution is very low. But there must be another format for skins, because I noticed a head on the ground (using fte client), and it was .
Q2: What is the procedure to make high resolution skins like that? Is there some 'restriction' where player skins can't be high res? Or does it depend on the client / resolution / graphics settings?
Finally, I found this backpack .mdl in my /progs folder with Bill Gate's face on the back, and it looks reasonably high res - clearly this was a photo which was 'processed' to a) remove non-quake compatible colours, and b) be compatible/look good in Quake... HOW?
ps. I have already read the QUAKE GRAPHICS EDITING FAQ (http://joz3d.net/documents/qgraphic.txt
) and I know about fullbrights