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Author Topic: Quake 1: Importing Quake-palette 8bit textures  (Read 50 times)
Samus_Aran
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« on: November 01, 2009, 10:21:12 AM »

I have the standard Quake 1 palette in my image editor, and use it to create nice looking textures, without the fullbright nonsense.  However, if I save these 8bit images as .tga and import them into QuArK as textures, they appear in the texture window with seemingly random colours. The texture window does say that the image is 8bit, but the colours are broken.

Is there some other format that is needed for importing 8bit Quake-palette textures into QuArK?

The only work-around I've found is to create the 8bit image in my image editor, then convert it to 24bit .tga, and then import that into QuArK and let QuArK convert that back to 8bit.  That way it seems to pick the correct 8bit colours.  I would prefer if QuArK could actually use the 8bit images directly, so I don't have to save all my textures in two formats with the same name in different folders.
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DanielPharos
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« Reply #1 on: November 01, 2009, 11:31:58 AM »

Make sure your 8bit pictures have the correct color palette; use a program like Irfanview to verify the palette with which the file is saved is correct. QuArK tends to overwrite the palette of the image, because that's what Quake usually does too.
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cdunde
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« Reply #2 on: November 02, 2009, 01:27:40 AM »

I'm wondering if that palette is hard coded in the Quake1 addon or Defaults.qrk form for it.  Huh
I seem to think it is in one of those, but I could be wrong about that.  Roll Eyes

If so, then that would not allow a custom palette to be used would it?  Undecided

cdunde
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Samus_Aran
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« Reply #3 on: November 09, 2009, 10:50:38 AM »

Make sure your 8bit pictures have the correct color palette

They do.  They are using the exact palette from Quake 1.  The issue is QuArK imports the textures using another palette altogether.
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DanielPharos
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« Reply #4 on: November 10, 2009, 05:07:52 AM »

Time to post some screenshots and files then, I guess. QuArK should be able to handle correctly paletted Quake 1 textures just fine, since that's how it loads the normal textures.

They do.  They are using the exact palette from Quake 1.  The issue is QuArK imports the textures using another palette altogether.

Yep, that's often true. QuArK tends to overwrite the palette of the file with the Quake 1 palette (when in Quake 1 mode, of course). But it might be picking up some other palette from elsewhere... If you can post a sample-texture which clearly shows this problem, I'll try to track down what's wrong.
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