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Playing with Palettes - Share yours?
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Lozer_42
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PostPosted: Tue Aug 14, 2007 1:35 pm
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Maybe not these exact colors but the concept of this palette is something I think would be interesting to see in a game.

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PostPosted: Mon Oct 29, 2007 12:52 pm
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Well. Here is my palette from Operation: Reach. Sorry if the palette is a little messy, I had troubles organizing it - didn't know where to set colours in relation with others.

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PostPosted: Mon Oct 29, 2007 5:57 pm
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After I add a few more colors to it, I'll post the (supposed) palette for my upcoming TC. It basically has the flesh, red, orange, and blue colors all in the same place, but increases the color selection in other places. It'll be a messy layout, but it's a small price to pay for reducing your graphics-related workload when using a better palette.
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PostPosted: Mon Oct 29, 2007 6:38 pm
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With folks complaining about the greens looking so bad when Ripper's shading tutorial is implemented, here's a palette for the original two games:



It adds a few more shades of green into the mix.

And now, my TC's current palette:



The yellows in the middle of my new shades of grey are just to tell me that the shades are located elsewhere in the palette, lest I skip them by accident. My new shades of brown were broken up into many parts. Not really what I wanted to do, but ...


Last edited by Tricob on Thu Nov 29, 2007 7:06 pm; edited 1 time in total
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PostPosted: Wed Nov 21, 2007 8:47 am
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@Tricob: With all those palettes you're posting, you could very well create your own DOS version of "True Color: 24-bit"!

...Or at least 16-bit? 8-bit? Who knows?
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PostPosted: Wed Nov 21, 2007 6:37 pm
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Well, you can pull off photo-quality pictures in 256-color graphics if it's done right. I remember a mock video run in 256-color MCGA that showed a spinning can of Jolt cola. If it was run in a window, it'd look just it was played from a TV. But that's OT.
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PostPosted: Thu Nov 29, 2007 7:09 pm
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I updated the Munchkins palette above to have the original shades of grey you see on the floor and ceiling of the original game. There's also one more shade of green added.

The ceiling is hex color 0A, or decimal value 10. The floor is hex value 0C, or decimal number 12.
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PostPosted: Wed May 21, 2008 2:18 pm
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Can anyone please tell me how to make a Gamepal.C file?? or direct me to the tutorial?

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PostPosted: Wed May 21, 2008 5:55 pm
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It'd done through ChaosEdit. In the "Customize" tab is a section called "Palette". Rip or Import your palette from this area, and then select "Export palette" from there.
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PostPosted: Thu May 22, 2008 2:25 am
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Alternatively, you could take the colour values of each colour, divide them by 4, round them and put them into a table in the form "unsigned char gamepal[768] = {red1, green1, blue1, red2 ... green256, blue256}". But then, ChaosEdit does this anyway. Mr Green
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PostPosted: Mon Aug 25, 2008 11:11 am
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Someone needs to write a program that basically takes a folder worth of images and creates a 256 palette out of them like photoshop or paintshop pro does when reducing images. Then you just make the graphics anyway you want reduce the colors then tweak. The best way is to get all your images together in one GIANT image file and reduce the colors but that can be tedious. I'm not sure what algorithm PSP uses to reduce palettes. I guess you could just dump all the colors into an array of colors from each file organize them by most frequently used, but I'm not sure about colors that are rarely used (like once) but do not have a simple replacement. Anyway, just a thought.

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PostPosted: Mon Aug 25, 2008 11:57 am
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I thought about jumping right into action with this program, then it hit me...

Ringman wrote:
<..>I guess you could just dump all the colors into an array of colors from each file organize them by most frequently used, <..>

Sounds like a good plan, but you can't just use an array with size 256, because these colors might have different palette and calculating color indexes does not make sense.

Either colors would have to be converted to 16,24,32-bit, but then the array would be huge, and calculating each pixel of each color would require use of floating points (?), and you'd propably end up having a lot of entries for the standard wolf background color, and other very frequently used colors. That would mean very big arrays, not very feasible. If you could use php or javascript that allows keyed arrays(?) like ( colors['255.255.255']++; ), it would be pretty easy stuff, but those can't access your hard-drive.

This does indeed need some serious creative thinking, more than I first thought it would need Surprised ...

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PostPosted: Mon Aug 25, 2008 6:20 pm
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I've slowly been figuring out how to adjust the contrast of the colors so the shades look more life-like (though shades of Grey need no adjusting). I've done life-like shades of red, green, and blue now. Working on Yellow now, which is a little more tricky.

Anyway, I can post the palettes for the colors I've done so far, but they won't be practical to use in Wolf3D until a larger number of different colors are available on one palette.
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PostPosted: Mon Aug 25, 2008 7:02 pm
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@Codetech: Those kind of arrays are hashtables. Java, C#, VB.Net and C++ (I think) have them.

EDIT:
Actually, I think you might be referring to what the "default method" of the array, which does a key search within the array. The code to use it looks the same as it does for a hashtable, but a hashtable is faster (no array searching).

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PostPosted: Tue Aug 26, 2008 5:06 am
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Adam Biser wrote:
Actually, I think you might be referring to what the "default method" of the array, which does a key search within the array. The code to use it looks the same as it does for a hashtable, but a hashtable is faster (no array searching).


The term I was going for, was actually associative array just came to me when I started thinking about it. But I suppose it's exactly what you were referring to.

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PostPosted: Tue Aug 26, 2008 5:37 am
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Different name for a similar concept. Smile Looks like "associative array" is a more general term.

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PostPosted: Tue Aug 26, 2008 5:14 pm
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Yeah you could actually make a Color Datatype in java that would hold the red blue green variables and make an array of color objects.

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PostPosted: Tue Aug 26, 2008 7:02 pm
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There's actually one already, but yeah, I think we're all sort of thinking along the same line. Then you'd order the array by the number of hits, show the top 256, then show how the other colors will look after color matching and show image previews... etc. Very doable.

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PostPosted: Thu Aug 28, 2008 5:26 am
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slightly off the path here but still involving the array and pallettes, how would one make an array that supports abstract datatypes for just plan C. I know C uses structs, but I'm not exactly sure how you could make say a universal array, or arraylist, or linkedlist that supports any kindo of datatype or struct. Like in Java there's LinkedList<T> or whatever the letter they use is. Is it possible to just cast all the pointers to (*char) or whatever and then use that no matter what the datatype? Sorry for the slight trail off.

Well, stupid me I just figured it out. You can just use void * pointers and put whatever it is you want in the linked list but cast it with a (void *) then when you retrieve them you just do a cast to whatever it was you put in there like: (purplemonkeydishwasher *)

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PostPosted: Sun Aug 21, 2011 8:06 pm
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Sorry to bump an old thread. But when I apply the ROTT palette to my textures the end result is always solid black... I have even made a new palette based off of the actual textures from ROTT themselves and still no luck. Other than using WADUTILS v1.0 is see no clear and easy way to add new textures into Rise of the Triad. Sad If anyone has experience with this program and can walk me through the steps involved I will send you a case of beer.
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PostPosted: Sun Aug 21, 2011 10:20 pm
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This is a known ROTT modding forum you know...you can ask there...
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PostPosted: Sun Dec 07, 2014 6:30 am
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Belatedly, here's the Mac-enstein SDL 2 color palette:



It's the same as the Mac Wolfenstein one, but makes use of the whole bottom row to suport the (PC) wolf3d menus.
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PostPosted: Tue Dec 09, 2014 3:40 am
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Thanks for the submission, Andy. I plan to post my own palette when I'm done with it. Still have to rebuild most of the colors at this point in time.
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PostPosted: Fri Apr 03, 2015 7:12 pm
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The Operation Serpent palette reserves the bottom row of colors for special COLORMAP effects (fullbright or sky effect). Transparency is handled by the Doom Graphic image format, Operation Serpent does not use index 255 as a transparent color. Converting graphics from the Wolf3D or Doom palettes requires multiple stages and transition palettes to preserve color information.

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PostPosted: Fri Sep 15, 2017 9:52 am
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Well I made a lot of palette, but I can't imagine the reason, why I did them because I can't use them, except the fourth one. haha Very Happy











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