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InsideQC Forums • View topic - Quakes Color Pallete

Quakes Color Pallete

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Quakes Color Pallete

Postby ceriux » Tue Sep 20, 2011 6:45 pm

hey guys, was just wondering if anyone can explain to me what special colors on the pallet are for maybe do a quick paint over?

i know the bottom ones are for stuff just not sure what?

Image

i'm basing my pallet on a picture i found of the game actraiser

here's a comparison of my current pallet to my reference.

Image
Last edited by ceriux on Tue Sep 20, 2011 8:16 pm, edited 1 time in total.
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Re: Quakes Color Pallete

Postby leileilol » Tue Sep 20, 2011 7:04 pm

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Re: Quakes Color Pallete

Postby ceriux » Tue Sep 20, 2011 7:27 pm

well, yeah. thats obvious but i mean more specifically whats their placement on the pallet it's self.?

i'm sorry if the way i worded my original post was off, wasn't exactly sure of how to say it.
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Re: Quakes Color Pallete

Postby Dr. Shadowborg » Tue Sep 20, 2011 8:05 pm

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.
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Re: Quakes Color Pallete

Postby ceriux » Tue Sep 20, 2011 8:20 pm

so basically...

Image
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Re: Quakes Color Pallete

Postby leileilol » Tue Sep 20, 2011 8:30 pm

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
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Re: Quakes Color Pallete

Postby Spirit » Tue Sep 20, 2011 8:58 pm

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.
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Re: Quakes Color Pallete

Postby frag.machine » Wed Sep 21, 2011 12:58 am

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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Re: Quakes Color Pallete

Postby ceriux » Wed Sep 21, 2011 2:54 am

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.)
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Re: Quakes Color Pallete

Postby qbism » Wed Sep 21, 2011 5:08 pm

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