Doom_user Posted July 14, 2007 In multiplayer, what are the exact numerical palette ranges that the engine remaps from/to, to change the color of the player's uniform? 0 Share this post Link to post
printz Posted July 14, 2007 The green row can be translated to any of the other rows, or halves of rows, if the port allows it. I guess indigo is the fourth, brown is the third, and red? second or fourteenth. 0 Share this post Link to post
myk Posted July 14, 2007 Yeah, Red uses the dull reds. From r_draw.c: void R_InitTranslationTables (void) { int i; translationtables = Z_Malloc (256*3+255, PU_STATIC, 0); translationtables = (byte *)(( (int)translationtables + 255 )& ~255); // translate just the 16 green colors for (i=0 ; i<256 ; i++) { if (i >= 0x70 && i<= 0x7f) { // map green ramp to gray, brown, red translationtables[i] = 0x60 + (i&0xf); translationtables [i+256] = 0x40 + (i&0xf); translationtables [i+512] = 0x20 + (i&0xf); } else { // Keep all other colors as is. translationtables[i] = translationtables[i+256] = translationtables[i+512] = i; } } }Green, starting with color 112 (0x70) is translated to 96+ (from 0x60, grays), 64+ (from 0x40, browns), and 32+ (from 0x20, reds). 0 Share this post Link to post
printz Posted July 14, 2007 ...so I put the palette the wrong way. I'll fix it. 0 Share this post Link to post
Enjay Posted July 14, 2007 printz said:doompalbk5.png Just for info, that pic is not entirely accurate for at least 2 entries. Entry 0 and 247 are R7G7B7 in that image when, of course, they should be 000. The palette for the image does have a value of 000 in it and it also has the infamous non-existent cyan in it too. ;) 0 Share this post Link to post
printz Posted July 14, 2007 Is it now fixed? Oh yeah, I got that palette off XWE, how could it fail? :P Lastly, I uploaded a bitmap, but it got saved as png. Don't expand this subject, though, it's uninteresting. 0 Share this post Link to post
exp(x) Posted July 14, 2007 printz said:Lastly, I uploaded a bitmap, but it got saved as png. Considering a png is a losslessly compressed bitmap, I don't see the problem. 0 Share this post Link to post