View unanswered posts | View active topics It is currently Mon Jan 27, 2025 4:59 pm



Reply to topic  [ 71 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next
 Expanding the Palette 
Author Message
Loose Canon
User avatar

Joined: Sun Mar 29, 2009 11:07 pm
Posts: 2992
Location: --------------->
Reply with quote
Post Re: Expanding the Palette
Anyone have a link to Prom's website? I cannot find.


Thu Oct 01, 2009 8:40 pm
Profile WWW
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
Post Re: Expanding the Palette
http://itchstudios.com/psg/
http://androidarts.com/


Thu Oct 01, 2009 10:45 pm
Profile
User avatar

Joined: Mon Jun 04, 2007 5:55 am
Posts: 1627
Location: Ohio
Reply with quote
Post Re: Expanding the Palette
weasel wrote:
It would be nice if the pallette could be swapped in via a mod. :/

maybe I'll ask if that's possible for the next mailbag. :)


hive-mind'd. I totally didn't see this thread and made that exact suggestion just now in the Modding suggestions thingy that grif started.


Fri Oct 02, 2009 4:05 am
Profile YIM WWW
User avatar

Joined: Mon Apr 06, 2009 9:41 am
Posts: 712
Location: New York
Reply with quote
Post Re: Expanding the Palette
Geti wrote:
Rawtoast wrote:
Tell me how to shade this thing's face and I'll be content::
oh i dont know maybe you should look at how every hooman actor in CC's skin is shaded and fudge learn that skin is never that pink unless you are sunburned or have just come from a sauna.



Point taken. That's very valid.

And screw you on the pink glows thing. I have the right to my own aesthetic tastes, and if I want a hot pink space marine, by god I'll have one. As it turns out, there are things that can be done to the palette, so yay, I can. Didn't know that until I made this thread - which is why I made it.

Should I have checked the wiki better? Probably, yeah okay that was a baddy.


Fri Oct 02, 2009 5:09 am
Profile YIM
Banned
User avatar

Joined: Tue Feb 27, 2007 4:05 pm
Posts: 2527
Reply with quote
Post Re: Expanding the Palette
The graphical limitation is just more evidence that data is a crappy software engineer.


Fri Oct 02, 2009 5:20 pm
Profile YIM
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Reply with quote
Post Re: Expanding the Palette
@rawtoast: yeah but we cant access bitmaps now anyway so you'll have to do the pink glow thing ;)
i actually planned on making a super quick moving soldier with lua based dashing, energy sword, lasers and whatnot (horribly unbalanced of course) and i wanted it pink and white, with crazy anime-styled hairtennae. i'll make it some day, but it likely wont be pink.. maybe a light blue. i'll do some sketches when im in the hotel room, actually. thanks for bringing it up. if we get the palette alteration working, then my pink supersoldier 12 second fantasy might eventually come true.
jesus that was rambly. but yeah, lern2shadeskin noob.


Fri Oct 02, 2009 7:17 pm
Profile WWW
User avatar

Joined: Mon Jun 04, 2007 5:55 am
Posts: 1627
Location: Ohio
Reply with quote
Post Re: Expanding the Palette
Duh102 wrote:
Rawtoast wrote:
Tell me how to shade this thing's face

I have a perfect color for it. (255, 0, 255).


that thing with an invisible face that's just the outlines and highlights, would be ♥♥♥♥ scary.


Also @Grif your link to the lua docs for CC, doesn't apply hear, thats the game's pallet, which I think is hard-coded to 256 colors, if you load a different pallet, everything becomes out of pallet. technically as long as nul is 250-0-255, we shouldn't get flipping errors, so you could make a bomb that rapidly changes the pallets and makes everything look all F-ed up. you could even be tricky and only use the same colors, but re-arrange them. and then out of nowhere INVERT them.

what you can't do is make the game use more than 256 colors.


Also I'd like to point something out. I suggested rotating glows in that other thread. I now also suggest controlling how 'bright' glows are, because eventually it gets so bright it can hurt your eyes, its scary, so that it doesn't do that. Then you could make a solid-white sprite, and a matching glow, over-lap them and suddenly we'd have what is it 24-bit color? the problem is everything would settle as the sprite's color... but if things 'phased out' with lua when they hit 0 hp, there'd be no settling.

Right now, we have an absurdly deep pallet that can only be used on circular shapes, there this thing called a glow. thats not to complain or anything... just pointing it out. i've never seen it done.


Sat Oct 03, 2009 1:43 am
Profile YIM WWW
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Re: Expanding the Palette
Miles_T3hR4t wrote:
Also @Grif your link to the lua docs for CC, doesn't apply hear, thats the game's pallet, which I think is hard-coded to 256 colors, if you load a different pallet, everything becomes out of pallet.

No ♥♥♥♥ duh. That's because you loaded a different palette, thus, everything that ran on the old palette is now out of palette because you loaded a new one over it. It will always be an 8 bit palette, because the game runs on an 8 bit graphics engine. The glows are on a separate level than everything else. Ever notice how they're drawn over menu items? You can't occlude them, only have them offscreen.

What we all need to do is ask Data "How hard would it be to, right now, change the palette size from 8 to 16, 24, or 32 bit?". Email it to weasel, and we'll get our answer.

EDIT: Forgot to point out, glows don't need to be circular.


Sat Oct 03, 2009 1:54 am
Profile
User avatar

Joined: Mon Jun 04, 2007 5:55 am
Posts: 1627
Location: Ohio
Reply with quote
Post Re: Expanding the Palette
Duh102 wrote:
Miles_T3hR4t wrote:
Also @Grif your link to the lua docs for CC, doesn't apply hear, thats the game's pallet, which I think is hard-coded to 256 colors, if you load a different pallet, everything becomes out of pallet.

No ♥♥♥♥ duh. That's because you loaded a different palette, thus, everything that ran on the old palette is now out of palette because you loaded a new one over it. It will always be an 8 bit palette, because the game runs on an 8 bit graphics engine. The glows are on a separate level than everything else. Ever notice how they're drawn over menu items? You can't occlude them, only have them offscreen.

What we all need to do is ask Data "How hard would it be to, right now, change the palette size from 8 to 16, 24, or 32 bit?". Email it to weasel, and we'll get our answer.

EDIT: Forgot to point out, glows don't need to be circular.


Glows dont need to be circular, but they don't rotate. that means that if the sprite rotated the image drawn on top would NOT rotate. thats why it has to be a circle. and it would never rotate.

as for 8 to 16 to 24 and 32 bit, you CAN use 9, 10, 11, 12, 13, etc bits.
8 = 256
9 = 512
10 = 1024

I dont see why we'd need more than 1024 colors really. 256 is limiting, 1024 is 4X as big, thats plenty. we dont need the extra 6 bits past that yet. the ONLY problem is, I dont think a .bmp can handle it. we would need a converter. Converters DO exist, you can probably find freeware ones too. or you could just use GIMP. the ONLY problem I see is mac users. is there a mac gimp, and is there a PC and mac shared format that supports the unusual bits?


also I'd like to point out one thing.

What if we could make changing the pallet load a 2nd pallet and replace the colors with new ones. like if we switched the orange/yellows with the greens and that was it. coalition become yellow and dummys turn green. the zombies would be golden. I know it doesn't work now but as a side-note, wouldn't it be kinda cool?


Sat Oct 03, 2009 2:10 am
Profile YIM WWW
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Re: Expanding the Palette
Miles_T3hR4t wrote:
or you could just use GIMP. the ONLY problem I see is mac users. is there a mac gimp, and is there a PC and mac shared format that supports the unusual bits?

As far as I can see with my limited knowledge of palettes in Gimp, you cannot have more than a 256 color palette. That's as far as the indexing dialog lets you set the palette size. You would probably need another utility.

Miles_T3hR4t wrote:
I know it doesn't work now but as a side-note, wouldn't it be kinda cool?

Actually I think this might work, but not in the way you expect. When you replace the palette.bmp, the indexed colors change, so that the color at, say, index 127 is now (255, 255, 1) where it used to be (251, 7, 89). However, I think the reason that paletted images do not convert correctly to this new palette is each .bmp keeps a copy of the palette in it's file. So, when the sprite palette and the game's palette do not match, you have issues. Strange color problems appear, not because the game keeps it's palette, but because the palettes do not match.
That said, I'm no graphics person, so this is all conjecture.


Sat Oct 03, 2009 2:23 am
Profile
User avatar

Joined: Mon Jun 04, 2007 5:55 am
Posts: 1627
Location: Ohio
Reply with quote
Post Re: Expanding the Palette
Duh102 wrote:
Miles_T3hR4t wrote:
or you could just use GIMP. the ONLY problem I see is mac users. is there a mac gimp, and is there a PC and mac shared format that supports the unusual bits?

As far as I can see with my limited knowledge of palettes in Gimp, you cannot have more than a 256 color palette. That's as far as the indexing dialog lets you set the palette size. You would probably need another utility.

Miles_T3hR4t wrote:
I know it doesn't work now but as a side-note, wouldn't it be kinda cool?

Actually I think this might work, but not in the way you expect. When you replace the palette.bmp, the indexed colors change, so that the color at, say, index 127 is now (255, 255, 1) where it used to be (251, 7, 89). However, I think the reason that paletted images do not convert correctly to this new palette is each .bmp keeps a copy of the palette in it's file. So, when the sprite palette and the game's palette do not match, you have issues. Strange color problems appear, not because the game keeps it's palette, but because the palettes do not match.
That said, I'm no graphics person, so this is all conjecture.


thats what does happen, I meant if changing the games pallet would change the pallet and colors used of all .bmp's in use.


Sat Oct 03, 2009 2:31 am
Profile YIM WWW
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Re: Expanding the Palette
Miles_T3hR4t wrote:
I meant if changing the games pallet would change the pallet and colors used of all .bmp's in use.

Hm. Not sure what graphics trickery goes on at that level, so I can't conjecture very well, but I'd say if there is a palette in the sprite there's not much you can do. Unless you can modify the engine to have it look at each color it's told to display and replace it with another.


Sat Oct 03, 2009 2:38 am
Profile
Banned
User avatar

Joined: Tue Feb 27, 2007 4:05 pm
Posts: 2527
Reply with quote
Post Re: Expanding the Palette
This is what we should be talking about:
Miles_T3hR4t wrote:
what you can't do is make the game use more than 256 colors.
You all have completely strayed from the main argument, which is that the engine itself is gimped through poor design.


Sat Oct 03, 2009 8:50 pm
Profile YIM
User avatar

Joined: Mon Apr 06, 2009 9:41 am
Posts: 712
Location: New York
Reply with quote
Post Re: Expanding the Palette
^
Fine, but I'd also like to know why I can't just change pallet. If it's just hardcoded into the game, then why does what I do to the palette in base matter?


Sun Oct 04, 2009 2:10 am
Profile YIM
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Re: Expanding the Palette
The game engine is limited to 256 colors, but you can change which 256 colors through the palette.


Sun Oct 04, 2009 2:12 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 71 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.104s | 14 Queries | GZIP : Off ]