The order goes left to right, starting with 0 (black), and goes all the way up to 255 which is transparent. Palette numbers 240-255 are your bottom row of fullbrights. (fullbrights are unaffected by darkness in a level.) I'm not sure, but I think the next row up (fire) may also be treated like fullbrights.
None of them are blood. Blood is exclusively using the 5th row
dunno why the speculation, everyone who's played Quake knows what they're used for. You can find the red fullbrights in dark levels with glowing red rune lights (dm2 has lots of them). You can find the yellows on flourescent lights. The flame row comes from your gun, comes from the rockets, comes from the torches, comes from the hell knight projectiles,....
goddamnit, play quake, use your fricking eyes. The purpose of those colors is to glow.
Then again psp kids running pretentious quake fan groups probably skipped the whole quake game thing, assuming quake's a "halo portable maker engine" or something, wondering why their models and maps are shimmering for no reason etc. This indundancy is extremely to a facepalming degree
It is so sad that people who buy Quake nowadays on Steam just get the shoddy id original glquake.exe with no fullbrights (etc). So if it even runs on their hardward/software, it will look shabby.
leileilol wrote:All 32 colors in the end are fullbright
None of them are blood. Blood is exclusively using the 5th row
dunno why the speculation, everyone who's played Quake knows what they're used for. You can find the red fullbrights in dark levels with glowing red rune lights (dm2 has lots of them). You can find the yellows on flourescent lights. The flame row comes from your gun, comes from the rockets, comes from the torches, comes from the hell knight projectiles,....
goddamnit, play quake, use your fricking eyes. The purpose of those colors is to glow.
Then again psp kids running pretentious quake fan groups probably skipped the whole quake game thing, assuming quake's a "halo portable maker engine" or something, wondering why their models and maps are shimmering for no reason etc. This indundancy is extremely to a facepalming degree
Yo, cranky oldfart: stop the "get off my lawn" stuff and have some Haldol.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
Thanks, frag.machine. Yeah, leilei sorry i'v never edited the quake pallet before, (also i just now got a psp recently) i didn't want to just jump into something i didn't understand and have to redo it. So i figured i'd ask in the appropriate place. Oh and thanks for updating your post and making it a bit more constructive.
edit: Oh and sorry for using the wrong terminology thanks for the correction (glow.)
edit2: Also i could care less about halo solitude ("halo portable") or any game clone, they're nice but the developers should have spent their time and effort on something better.
(you remind me of a troll i ran into on PVKII , not happy unless you can try and tick someone off , ill stop commenting your work. i'm tired of seeing different versions of the same model anyways.)
Here is what the Quake palette looks like:
(viewed in palette order)
There are 16 rows of 16 colors each. Each row is defined (here) by a letter.
|---------------------------------|
| a*a a a a a a a a a a a a a a a |
| b#b b b b b b b b b b b b b b b |} This is the player top (shirt) color row
| c c c c c c c c c c c c c c c c | (yellow\brown)
| d d d d d d d d d d d d d d d d |
| e e e e e e e e e e e e e e e e |
| f f f f f f f f f f f f f f f f |
| g g g g g g g g g g g g g g g g |} This is the player bottom (pants) colors
| h h h h h h h h h h h h h h h h | (orange/pink)
| i i i i i i i i i i i i i i i i |
| j j j j j j j j j j j j j j j j |
| k k k k k k k k k k k k k k k k#|
| l l l l l l l l l l l l l l l l |
| m m m m m m m m m m m m m m m m |
| n n n n n n n n n n n n n n n n | These are the fullbright color
| o o o o o o o o o o o o o o o o |} the "o" row is the fire colors,
| p p p p p p p p p p p p p p p p |} the "p" row is the yellow, blue, and
|---------------------------------| red light colors
note: a* (top left) is black RGB 0,0,0
note: k# is the same color as b# (darkest top/shirt color), so be aware of it