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Color correction on textures

Posted: Mon Aug 30, 2010 4:14 pm
by Karall
When i texture my models and put them into quake, the textures quality goes really bad, sometimes it goes a bit green or purple, or if its light orange it get a really intense red. How can i fix it? I use darkplaces engine.

Posted: Mon Aug 30, 2010 4:59 pm
by Spirit
Quake only has a palette with 256 colours. http://quakery.quakedev.com/qwiki/index ... ke_palette
Either paint with those (mind the fullbrights!) or use Darkplaces' replacement features as discussed in length in its documentation.

Posted: Mon Aug 30, 2010 5:11 pm
by Karall
Where can i find those darkplaces documentation stuff?

Posted: Mon Aug 30, 2010 6:14 pm
by frag.machine
There's a link to the Darkplaces Wiki in the front page. :)

Posted: Tue Aug 31, 2010 7:50 am
by Spirit
It is just one click from the Darkplaces homepage and it tells you to read it.

Posted: Thu Sep 02, 2010 8:05 pm
by Karall
Didnt feel like posting ANOTHER thread, so i thought ile just post it here. I can have more then one texture on my gun. If i have all the textures on the same map then its fine, but with larger weapons thats impossible! Is it possible to have more then one?

Posted: Fri Sep 03, 2010 3:43 am
by Ghost_Fang
not for .mdls (unless i have missed something) I don't know about md2s but i believe that md3's support external/multiple textures. Correct me if im wrong.

Posted: Fri Sep 03, 2010 7:01 am
by Spike
md2s permit only a single surface (ie: texture)

Posted: Sat Sep 11, 2010 11:51 am
by sean
hello

bad color
maybe you need to make a new texture yourself and imput that texture into the model...just open the texture in a photo editor and change the color to index instead of rbg...save it to pcx or bmp.


multiple textures
if your trying to make a mdl from a mesh with more than one texture...you have to create a new texture with all the parts. then use an app like milkshape that will let you remap the mesh parts onto the new texture.


best results are with md3 though, not mdl.