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  • Skins editor / viewer...

    Hi there, Retro again.
    I attempted to use paint to make a custom skin for me, and i'm trying to figure out why my colors get all messed up when I'm in game.

    I added my face to the back of one base skin and it's all pixelated. I also used irfanview to change the rgb, that didn't work out well. The changes never took place in game.

    I have a feeling it has to do with the colors I'm using. Like quake doesn't see them.

    Thanks.....

  • #2
    Quake has a limited palette, ironically this is a strength of its art design.

    I am not a skinner however and am not one to ask about such, CheapAlert does do some skinning though and he might be able to help you. I know a lot of people use PaintShop Pro or Photoshop for their skin editing/composition.
    Inside3d - Because you can't be Outside 3D!

    Comment


    • #3
      Here is my suggested method:

      Make your skin in whatever program. Download TexMex (it's in the developer section at http://www.quakeone.com/navigator).

      Do Edit Copy in your paint program, then paste it into TexMex. TexMex will convert it to the Quake palette and usually does a pretty good job at preserving the look.

      Then do Edit Copy from Tex Mex, and paste it into your paint program as a new image. Save it as a .pcx

      Skins have to be 320 x 200 and you need to save them as PCX. (Last time I checked)

      This process will generate a proper PCX skin that is in the Quake palette.
      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

      Comment


      • #4
        Originally posted by Baker
        Here is my suggested method:

        Make your skin in whatever program. Download TexMex (it's in the developer section at http://www.quakeone.com/navigator).

        Do Edit Copy in your paint program, then paste it into TexMex. TexMex will convert it to the Quake palette and usually does a pretty good job at preserving the look.

        Then do Edit Copy from Tex Mex, and paste it into your paint program as a new image. Save it as a .pcx

        Skins have to be 320 x 200 and you need to save them as PCX. (Last time I checked)

        This process will generate a proper PCX skin that is in the Quake palette.

        Looks like texmex is using the .wad format.

        Can't copy and paste from tex to paint, or..im to dumb to figure it out...

        Comment


        • #5
          You might be interested in FrikaC's latest work, Fimg
          From the newspost I made about it:
          FrikaC has released his first version of Fimg, a Windows 32bit image editor currently supporting Quake SPR, LMP, WAD2, Qtest sprites, and standard image formats!
          Heres the thread.
          Heres the download.
          Inside3d - Because you can't be Outside 3D!

          Comment


          • #6
            Retro .. ignore the fact it's a WAD tool, doesn't have anything to do with the end result:

            Here is an easy 6 step process

            1. In IrFanView click Edit-Copy ... you have copied your image.

            2. Open TexMex ..

            Do File New to create an empty file
            Then in the white space, right click
            In the pop-up menu, click "Paste" then "Image As New Mip"
            3. Now your image is palette-ized

            4. Now copy it back to IrFanView ...

            In TexMex, click on the image
            Now right click on the image, bringing up the context menu
            In the pop-up menu, click "Copy" then "Image"
            5. The image is now on the clipboard, go back to IrFanView and click "Edit" and then "Paste"

            6. Save your image as PCX

            You are done! It's only about 15 mouse clicks. I've told you ever click the whole way thru. No learning involved :d
            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

            Comment


            • #7
              Apparently Baker and I are the only people checking the forums today.
              Inside3d - Because you can't be Outside 3D!

              Comment


              • #8
                Originally posted by scar3crow
                Apparently Baker and I are the only people checking the forums today.
                I don't imagine a whole ton of ppl have the process down for doing this.

                I know other methods of doing this, they are ALL far more painful, like the .pal method.
                Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                Comment


                • #9
                  if it's a skin for quakeworld, you do not need to manipulate player.mdl. Just save it as an 8bit pcx into your qw/skins folder.

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                  • #10
                    Woot! I got it!

                    Got it with a farking slickness...with my name and everything...!
                    Hell ya...

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