Poll
Question: New palette?
YES!! All new colors!! (But still in the same ranges for particle/texture compatibility) - 9 (60%)
NO!!! keep the existing color palette. - 6 (40%)
Total Voters: 12

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Author Topic: [Hak] New palette  (Read 32779 times)
fromhell
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« on: April 27, 2008, 12:12:56 AM »

I CAN    NOTDECIDE
« Last Edit: March 18, 2011, 06:07:57 AM by fromhell » Logged

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andrewj
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« Reply #1 on: April 27, 2008, 12:35:01 AM »

Palette is part of game.
Probably hard coded into tools.
Keep it.
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fromhell
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« Reply #2 on: April 27, 2008, 01:09:31 AM »

Actually the tools don't really require the palette.
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

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Stilgar
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« Reply #3 on: April 27, 2008, 10:40:28 PM »

I'm not going to vote on the poll as yet because I'm also undecided, but as someone who hopes to contribute some art to this project I'll offer my views on the palette...  Also, all of this is assuming that making and implementing a new palette is not burdensome.

Since I dug out my old copy of Hexen 2 and did a quick warp around the levels (not an actual playthrough but jumping around to look at stuff), I'd say that where the original game doesn't look as nice as I might like, it's not the palette's fault, but rather level design and theme choice*.  The Mazaera hub in particular had some parts that made good use of various colors.

So I think the question of "should we change the palette", assuming no legal problems using the same one, or problems with the game progs if using a custom one, must first be answered by asking, "What is the vibe we want the game environment to have?"  The H2 palette is a good palette, and I for one think I can work just fine with it.  It gives a more gritty, Conan-ish feel, with a closer coloration to the real world, whereas a somewhat more brightly colored palette, by virtue of seeming that bit more vibrant than the real world, would give a more magical, otherworldly feel, like Hexen 1 had (which, IMHO, was an awesome game visually/thematically for its time.  Blackthorne would be another example of a game that did a more brightly colored palette well for fantasy environments, IMO.)  The danger is overshooting the happy medium between drab and colorful and ending up with something that's TOO colorful and would look garish/cartoony/like crap for this type of game. (Example of what not to be: Heretic 1.  More severe example: Wolfenstein 3D.)

I might put it another way by saying, "Is our game world a 'regular' world that simply contains magic, or is it a world that is magic by its very nature?"  The stock palette works for the first option, one with somewhat punched-up colors, if done well, for the second.  I wouldn't advise making the palette any duller.

* (How appealing themes are is rather subjective of course, but the thing I probably hated most about Hexen 2 was how half-assed it seemed in the theme department, I'd hope for something at least a little more creative than just ripping off ancient mythology wholesale and calling it a "fantasy" word while only renaming the major geographic areas...)
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Stilgar
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« Reply #4 on: April 29, 2008, 05:37:01 PM »

If it helps decision-making any, here's another sampler of what my texture designs look like after some conversions to the stock Hexen 2 palette.
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Stilgar
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« Reply #5 on: May 18, 2008, 08:37:25 PM »

Okay, hopefully not going to be in trouble for the triple post, but did any decision get made on this?  Once there's a target palette I'll start sending in my texture contributions.
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fromhell
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« Reply #6 on: May 18, 2008, 09:08:57 PM »

I can't really decide with less than 5 or 10 votes Sad
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qubodup
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« Reply #7 on: May 29, 2008, 10:58:58 AM »

I guess it would help if you explained what this vote is about. Unless you only want quake artists to vote?
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fromhell
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« Reply #8 on: May 29, 2008, 11:09:27 AM »

Hi Do you know what 8-bit color is
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qubodup
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« Reply #9 on: June 03, 2008, 07:36:05 PM »

Hi, this project's engine can use no more than 256 colors?
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fromhell
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« Reply #10 on: June 03, 2008, 08:31:54 PM »

Hi, this project's engine can use no more than 256 colors?
Hi, ever heard of engine neutrality (backwards compatibility)
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

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qubodup
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« Reply #11 on: June 04, 2008, 05:44:26 AM »

Hi, ever heard of engine neutrality (backwards compatibility)
No. First time I hear of such concept outside of web designing. Why is this important? For older systems?
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fromhell
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« Reply #12 on: June 04, 2008, 12:31:45 PM »

Hi, ever heard of engine neutrality (backwards compatibility)
No. First time I hear of such concept outside of web designing. Why is this important? For older systems?
Is there a golden rule that states that I should make everything pretty and 32-bit?
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

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qubodup
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« Reply #13 on: June 04, 2008, 04:17:50 PM »

Is there a golden rule that states that I should make everything pretty and 32-bit?
No, of course not. But if you have a possibility to make something have more colors, why not? I suppose you don't want for the sake of retro then.
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Stilgar
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« Reply #14 on: October 06, 2008, 02:07:34 PM »

So, now that this project seems to be showing some life signs again, did a decision about the palette ever come out?
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fromhell
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« Reply #15 on: October 06, 2008, 03:29:03 PM »

i'm not sure. one of the worries from using a new palette is the colormapping of the player colors being remapped to others.
i'm still thinking about making a new palette. it'd have somewhat compatibility with hexen2 though (i.e. the green ramp is a green color but of course, not the same green color, etc)
« Last Edit: October 06, 2008, 03:40:19 PM by leilol » Logged

asking when OA3 will be done won't get OA3 done.
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jute
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« Reply #16 on: October 06, 2008, 05:10:13 PM »

If it helps decision-making any, here's another sampler of what my texture designs look like after some conversions to the stock Hexen 2 palette.


Nice textures!  I don't have much of an option on this issue, but these certainly look good in the existing palette.
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fromhell
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« Reply #17 on: October 08, 2008, 12:20:34 PM »

Ah I see the problem with the palette. Way too many shades of brown (two particular shades look exactly alike even), leaving less room for other colors!
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
fromhell
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« Reply #18 on: October 09, 2008, 12:13:11 PM »

Rough draft of my new palette
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

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andrewj
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« Reply #19 on: October 09, 2008, 07:49:13 PM »

Looks OK, deeper blues, brighter greens, couple more shades of purple.

BTW, it is my imagination or do the Quake I, Quake II and Hexen II palettes all have a weird (ramp breaking) color at index 168?
[Never mind, my palette viewer is just borken]
« Last Edit: October 12, 2008, 05:32:35 AM by andrewj » Logged
fromhell
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« Reply #20 on: October 09, 2008, 08:29:58 PM »

BTW, it is my imagination or do the Quake I, Quake II and Hexen II palettes all have a weird (ramp breaking) color at index 168?

Hexen II had a 255,255,255 white for the last color, I am just too familiar with Quake editing so I made it the familiar pink-ish color instead so i know i'm not putting accidental transparencies on my bright sprite effects.
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
fromhell
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« Reply #21 on: October 12, 2008, 02:09:23 AM »

Another wierd annoying issue - the colormap seems to fade to the darkest grey, rather than black?! SadHuh
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
andrewj
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« Reply #22 on: October 12, 2008, 02:51:12 AM »

Another wierd annoying issue - the colormap seems to fade to the darkest grey, rather than black?
Which colormap are you using?
The one in the HexenII demo fades to index #0 in the palette.
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fromhell
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« Reply #23 on: October 12, 2008, 11:49:17 AM »

Which colormap are you using?
A newly generated one lacking overbrights.
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
andrewj
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« Reply #24 on: October 12, 2008, 07:10:08 PM »

The colormap.lmp in SVN seems OK (fades to index #0).
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