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#1 |
Palette Help
I am not as familiar as the commonly used palette numbers in SW as I am with Duke. Does anyone know which palettes are used? (since a lot of the numbers look the same, especially for the simple fonts I am working on)
I already have the default blue minifont made and the hud minifont actually use seperate tile instead of palette shifts. I need to know what the fortune cookie text uses and good values to make for the forthcoming key setup menu (JonoF?). Still got to tweak some stuff but it looks good. Will release the minifont and the larger ingame message font (announces items for instance) at the same time.
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Chicken McNuggets are 26 Percent Disobedient Robots. |
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#2 |
Re: Palette Help
Seriously, I have tried comparing different palette #s in build and checking them against 8bit mode screens but that has not gotten me anywhere.
Perhaps the def code is broken. The following would work in duke... definetexture 2930 5 0 0 -1 -1 highres/minifont/2930_5.png ... right? So if I am getting that part right than either I am trying the wrong palette number or the code is broken. Could I at least get a 'google is your friend' here or something. Somebody ought to know this stuff. I would rather not spend all weekend guessing.
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Chicken McNuggets are 26 Percent Disobedient Robots. |
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#3 |
Re: Palette Help
Google is your friend?
Sorry man, I couldn't even figure out EditArt :P |
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#4 |
Re: Palette Help
Try using the Build binaries for SW. Just make a simple map and test out palettes.
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#5 |
Re: Palette Help
Nicked from pal.h in the source code:
Code:
#define PALETTE_DEFAULT 0 #define PALETTE_FOG 1 // blue sword blade test #define PALETTE_MENU_HIGHLIGHT 2 // used for the elector gore pieces #define PALETTE_ELECTRO_GORE 3 // turns ninjas belt and headband red #define PALETTE_BASIC_NINJA 4 // diving in lava - JBF: in reality it gives the red fog effect seen in level 5 #define PALETTE_DIVE_LAVA 5 // turns ninjas belt and headband red #define PALETTE_RED_NINJA 6 // used for the mother ripper - she is bigger/stronger/brown #define PALETTE_BROWN_RIPPER 7 // turns ninjas belt and headband red #define PALETTE_GREEN_NINJA 8 // reserved diving palette this is copied over the default palette // when needed - NOTE: could move this to a normal memory buffer if palette // slot is needed. #define PALETTE_DIVE 9 #define PALETTE_SKEL_GORE 10 // turns ALL colors to shades of GREEN/BLUE/RED #define PALETTE_GREEN_LIGHTING 11 #define PALETTE_BLUE_LIGHTING 13 #define PALETTE_RED_LIGHTING 14 // for brown bubbling sludge #define PALETTE_SLUDGE 15 // Player 0 uses default palette - others use these // turns ninja's vests (when we get them) into different color ranges #define PALETTE_PLAYER0 16 #define PAL_XLAT_BROWN 16 #define PALETTE_PLAYER1 17 #define PAL_XLAT_LT_GREY 17 #define PALETTE_PLAYER2 18 #define PAL_XLAT_PURPLE 18 #define PALETTE_PLAYER3 19 #define PAL_XLAT_RUST_RED 19 #define PALETTE_PLAYER4 20 #define PAL_XLAT_YELLOW 20 #define PALETTE_PLAYER5 21 #define PAL_XLAT_DK_GREEN 21 #define PALETTE_PLAYER6 22 #define PAL_XLAT_GREEN 22 #define PALETTE_PLAYER7 23 #define PAL_XLAT_LT_BLUE 23 #define PALETTE_PLAYER8 24 #define PAL_XLAT_LT_TAN 24 #define PALETTE_PLAYER9 25 #define PAL_XLAT_RED 25 #define PALETTE_PLAYER10 26 #define PAL_XLAT_DK_GREY 26 #define PALETTE_PLAYER11 27 #define PAL_XLAT_BRIGHT_GREEN 27 #define PALETTE_PLAYER12 28 #define PAL_XLAT_DK_BLUE 28 #define PALETTE_PLAYER13 29 #define PAL_XLAT_FIRE 29 #define PALETTE_PLAYER14 30 #define PALETTE_PLAYER15 31 #define PALETTE_ILLUMINATE 32 // Used to make sprites bright green in night vision |
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#6 |
Re: Palette Help
Thanks guys. I actually figured it out just a minute a ago.
Something along the lines of 3600 0 0 0 3601 1 0 0 3602 2 0 0 and just looked to see what tile changed color in game. Jono, what #s are you going to use for the key setup, load map, credit menus?
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Chicken McNuggets are 26 Percent Disobedient Robots. |
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