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InsideQC Forums • View topic - Daikatana alpha's palette...

Daikatana alpha's palette...

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Daikatana alpha's palette...

Postby hogsy » Wed Aug 03, 2011 4:07 pm

So the maps in the Daikatana alpha...

Image

I've been scratching my head about this for a while but my knowledge of all this is severely limited. I had assumed that init.wad contained the correct palette for the maps but it seems that it does not. I also thought that perhaps the colormap and palette were saved into the maps themselves but once again it appears they are not.
I'm hoping I have not posted this into the wrong section but I'm pretty sure this is engine related.
I'd like to know if anyone has any ideas as to how this is being done as it would be a big help.

Here's a copy of e1m3.
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Postby qbism » Thu Aug 04, 2011 12:42 am

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Re: Daikatana alpha's palette...

Postby daemonicky » Thu Aug 04, 2011 9:04 am

Think, touch, movetype, solid, traceline ...
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Postby hogsy » Thu Aug 04, 2011 10:01 am

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Postby revelator » Thu Aug 04, 2011 11:02 am

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Postby revelator » Thu Aug 04, 2011 11:06 am

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Postby hogsy » Thu Aug 04, 2011 11:24 am

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Postby revelator » Thu Aug 04, 2011 12:27 pm

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Postby hogsy » Thu Aug 04, 2011 12:29 pm

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Postby revelator » Thu Aug 04, 2011 12:35 pm

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Postby revelator » Thu Aug 04, 2011 2:08 pm

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Postby hogsy » Thu Aug 04, 2011 3:38 pm

I actually think the init folder was from work they did earlier in the games development. It turns out that there was in fact another wad inside that folder (the file extension had just been changed) which seems to use an earlier version of the background from back when it was called "Dai Katana".

Image

This still doesn't help me much though as the palette and colormap seem to be just red.
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Postby revelator » Thu Aug 04, 2011 5:24 pm

might be hard figuring out where exactly to look.

the one in the init dir seems to have been a palette entry for the menu.

not sure which tools to use but one could try opening the bsp's in a quake tool capable of reading compiled bsp's (wally ? been a while since i played with it so cant remember if it could).

the palette could even be hardcoded in the engine (quite easy actually quake2xp has a hardcoded palette loaded for entries not normally in quake2).
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Postby hogsy » Thu Aug 04, 2011 7:29 pm

I said in my first post that neither the colormap nor palette are stored in the maps themselves. I've also concluded that everything in the init folder seems to be just the left over bits and bobs for creating the init.wad so that folder is completely useless to me really. I'm somewhat curious as to what the file rgb.dat is however (even though it's not used by the engine itself).

Edit:
Nevermind rgb.dat isn't worth looking into :roll:

Edit:
I think I have an idea what's going on. I'll keep you updated.

Edit:
Nope all out of ideas really...
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Postby revelator » Thu Aug 04, 2011 9:44 pm

ill try and run the exe through a decompiler might turn up some usefull entry ;)

guess i slept a bit when i commented on trying to look in the bsp's. :oops:

argh my old decompiler cannot run in win7 64 :s thank god for XP mode hang in there, might take a while.
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