01-27-2008, 02:49 PM | #1 |
Palmaps
The latest official EDuke32.exe supports the palmaps.
Devan suggested that idea almost a year ago and this feature is supported finally(see attachment). Now, we can have the complete set of palskins. Also it'll reduce the size of HRP and won't slowdown the frame rate. @ volunteer artists At the time being there is no palmaps. If someone is interested in making palmaps:
Note that OpenAL snapshot supports palmaps too(ignore harmless errors in the log). |
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01-27-2008, 03:15 PM | #2 |
Re: Palmaps
I just don't get why do you multiply original texture's RGB on palmap's RGB in the first method - the model should look a bit darker than original - right? Also is there any way to use A8 DDS texture as a palmap to make the file even smaller?
..hmm.. I'll make some tests to see the first method's shadows...
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01-27-2008, 03:27 PM | #3 | ||
Re: Palmaps
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01-30-2008, 06:08 AM | #4 |
Re: Palmaps
Hmm.. I've replaced your bluepal mask for trooper by the more accurate one and got strange problems - the texture parts of the trooper which are covered by the mask are fine (i.e. red parts for pal 10 work well) but all the rest parts are black, desaturated and.. well in one word - buggy. Can you check it for me?
bluepal
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01-30-2008, 06:15 AM | #5 | |
Re: Palmaps
It seems to be the known problem.
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01-30-2008, 01:45 PM | #6 | |
Re: Palmaps
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01-30-2008, 03:56 PM | #7 |
Re: Palmaps
I've managed to do this with TGA's alphachannel, because Photoshop doesn't save/open PNGs with alpha as a 4th channel - it's just loads it with transparent and opaque parts. Yes - everything became ok, but this glitch still remains even with original palmaps provided in palmaps sdk. The strange stuff on their foreheads and jetpacks completely confuses me.
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01-30-2008, 04:03 PM | #8 | |
Re: Palmaps
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01-30-2008, 04:06 PM | #9 |
Re: Palmaps
No.. I've doublechecked - neither your palmap nor mine overlaps anything. Also as you can see you and me have chopped only the blue colored parts of the skin and I don't see any blue paint on his forehead in the original skin... ???
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01-30-2008, 05:05 PM | #10 |
Re: Palmaps
Something is really weird with models. Somehow sprites/textures seems to work properly with palmaps. I'll check it later.
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02-01-2008, 11:54 AM | #11 |
Re: Palmaps
Looks promising. I can't wait until all the skins are done.
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02-01-2008, 12:06 PM | #12 |
Re: Palmaps
Wow! I thought my suggestion was forgotten
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Sorry for my bad english - I'm from Lithuania If you like voxel models but you don't know where to get them, click HERE NOW! Thread link: http://forums.3drealms.com/vb/showthread.php?t=24456 |
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03-26-2008, 02:54 PM | #13 |
Re: Palmaps
I've created the brownpal for the trooper and tried tinkering with tint colors but I actually have to browse through the documentation again as I'm really lost in here. The test map contains red trooper with pal number #19 but I cannot find the definition line for pal 19 in example def file... should I define it myself? Anyway it's too late today for learning the docs... as for pal 17 the last result that satisfied me was
Code:
tint { pal 217 red 78 green 149 blue 255 flags 0 } // 17 = brown blue
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03-26-2008, 03:43 PM | #14 |
Re: Palmaps
All the tints and the palmaps conventions(defineconv) are defined. You can only change the tint values which need adjusting.
The standard convention table. Code:
9 = normal(=0) 5 = red -> brown 10 = blue -> dark red 11 = blue -> green(=22) 12 = blue -> gray(=18) 13 = blue -> dark gray red -> grey 14 = blue -> dark green red -> green 15 = blue -> brown 16 = blue -> dark blue 17 = blue -> green green -> blue brown -> blue (BLUE spector) 18 = blue -> gray(=12) 19 = blue -> gray green -> red brown -> red (RED spector) 20 = blue -> gray green -> blue brown -> blue (BLUE spector) 21 = blue -> red 22 = blue -> green(=11) 23 = blue -> yellow 24 = red -> gray gray -> red 25 = green -> red You can change the red tint for the trooper with pal 19 but keep in mind that it will affect the trooper with pal 21 and the other as well. |
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03-27-2008, 07:36 PM | #15 |
Re: Palmaps
Hey Hunter_Rus, with that picture of the Liztroops up there, how come the second to last one has some red on the original 8-bit one, but in the 32-bit one, it doesn't have any red at all in it? Also, the dark green one in 8-bit looks a bit too light in 32-bit.
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06-04-2008, 01:34 PM | #16 |
Re: Palmaps
Bump.
I think the tints are accurate enough, though it's still possible that we'll have to change them later. At this point I recommend to start doing palmaps of different types to shake problems because it would be sad if we had to redo all the fonts after changing tints. http://www.mediafire.com/?icrdnm4xdcy This pack includes: 1. "duke3d_hrp.def" with tints. 2. Demo map with troopers(1680) and fences (4888). I also fixed Roma Loom's palmap for trooper. 3. List of tiles which may need a palmap. For more information goto the first post in this thread. |
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07-03-2008, 12:08 PM | #17 |
Re: Palmaps
Hey folks! I'm ablsolutely green at all this graphical and modelling stuff. But the noob has decided to try his hand at making some palmaps even if I knew absolutely nothing about it. I've read this thread and downloaded Gimp. As it occured it wasn't so difficult even for a noob. So here are the first results.
I've made a palmap for the access switch (170). However I have encountered few problems. First of all somehow the models with palmaps were much darker than the original so I had to brighten them. Brightening weakened the shadowing but still it doesn't look so bad. When I was adding shadows then the palmap was not displayed so i gave it up. If someone knows how to deal with these problems or wants to improve shadowing please do it and let me know what exactly is to be done to make it work right. As some explanations in this thread may be difficult to understand I'll write in much simpler way how to create a palmap in Gimp (Note: I have a Polish version so some names can slightly differ). 1 Download Gimp (I don't know how to do it in Photoshop or any other program as I don't have it) 2 Open the original skin/texture 3 Choose picture menu later choose mode and there select RBG 4 In the layers menu choose transparency and select - add alpha channel 5 Once again choose layers and in mask select add layer's mask (one at the top) 6 In the window that will appear choose importing of alpha layer (or something similar) 7 Now paint the picture so that only parts that need colorizing are left. You may magnify the picture and choose different size of brushes/painting tools to make it easier. 8 When you finish and you want to reduce colors or make picture brighter go to layers - mask and there untick modify mask. Now you can go to colors menu and choose second from the top and adjust your picture. 9 Save your palmap and if there is a need then click to export it and be sure to tick the option at the bottom. Congratulations! Know you just need to define your palmap or ask somebody to help you with it. I've tried to make it as easy as possible to understand. I've launched Gimp for the first time yesterday evening. If you see that something is not right or know how to improve it please comment on it. At least it works as you can see in the picture. And don't forget, I'm just a noob! |
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07-08-2008, 11:47 AM | #18 |
Re: Palmaps
Good job so far! That looks promising.
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