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InsideQC Forums • View topic - Problems with Fullbright Colours

Problems with Fullbright Colours

Discuss the construction of maps and the tools to create maps for 3D games.

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Problems with Fullbright Colours

Postby mh » Sun Aug 23, 2009 7:27 pm

We've all seen it. A map using a new texture set is released, and you run it in either a modified engine or in software Quake, and there are areas of many textures - sometimes quite huge areas - that glow out of the darkness at you. The recently reviewed Temple of Anubis (over on ) has it, Warpspasm had it, and there are many more.

Image

(screenshot taken in original WinQuake - for crying out loud!)

What's going on? Are mappers not aware that fullbright colours are a feature of the Quake engine (and quite a deliberate, intentional one at that - check out colormap.lmp), or do they not test their maps in software Quake (or an engine that does support fullbrights)?
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Postby Spirit » Sun Aug 23, 2009 8:31 pm

Argh, that reminds me of my almost done next part of sw-vs-glquake for just this issue.

glquake is wildly popular amongst normal people. They do not know about better engines (except for the best: Tenebrae!!!). At least that is my guess and what sometimes surfaces in random forums.

Having a r_fullbrights switch in the engine can really make the pain go away in those cases but of course timewarp & extinguishing glquake and ugly engines would be the best way. :P
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby Electro » Sun Aug 23, 2009 9:18 pm

Benjamin Darling


Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
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Re: Problems with Fullbright Colours

Postby goldenboy » Mon Aug 24, 2009 1:55 am

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Postby Willem » Mon Aug 24, 2009 12:31 pm

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Postby frag.machine » Tue Aug 25, 2009 12:51 am

To convert textures to Quake I use PaintShop Pro. I open the image, then I load a customized palette file and presto. Works just fine. To generate the .pal file, I first took a PCX screenshot in WinQuake, opened it in PSP, erased by hand the last 16 colors in the palette and saved the resulting .pal file.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby ceriux » Tue Aug 25, 2009 1:20 am

i have a easyier way, that or i can just upload and post mine up =)

i just opened up wally's quake pallet and saved it in a format photoshop can open xD presto done! =D
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Postby xaGe » Tue Aug 25, 2009 2:27 am

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Postby frag.machine » Tue Aug 25, 2009 11:46 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby xaGe » Wed Aug 26, 2009 12:32 am

:) Just wanted to give an alternative method that I've used over the years myself. I've done it the way you described a lot as well. FYI I know your method will also work in Photoshop & Gimp at least as well.
Last edited by xaGe on Tue Nov 27, 2018 8:57 am, edited 1 time in total.
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Postby FrikaC » Wed Aug 26, 2009 5:43 pm

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Postby xaGe » Thu Aug 27, 2009 2:29 am

Yeah, why not? or add it to quaded if it still exists...lol
Last edited by xaGe on Tue Nov 27, 2018 8:58 am, edited 1 time in total.
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Postby Spirit » Fri Aug 28, 2009 11:39 am

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby xaGe » Fri Aug 28, 2009 11:43 pm

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Postby MeTcHsteekle » Sat Aug 29, 2009 1:12 am

bah
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