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- >I expect a good plan would be to have a fized palette for the sprites (so
- >we can
- >use the same standard sprites on each level) and a game palette per level
- >for the
- >environment - maybe as many as 8 but no more.
-
- Not a bad idea that (a palette for sprites and a variable one for
- the level). I've been playing about with the original Doom palette
- (converting my truecolour textures into the original 256 colour palette)
- and it works fairly well. The sunset looks a bit crap due to the lack of
- yellows, but apart from that it doesn't take much work to make decent
- textures in the normal palette at all. It was just a case of flipping back
- and forth between RGB and indexed colour modes in Photoshop using the Doom
- palette. Apex can do it nearly as well but a bit more saving is required
- due to the images being erased when hopping from Truecolour to 256 colour
- modes.
-
- It looks like it won't matter greatly if we only ever have one
- palette for the textures.
-
- >I still think we should get it operating with one palette & some intelligence /
- >collision / sprite code before all this though...
-
- Absolutely ;-) But since the graphical side is the only one I can
- get involved in, that's what I can talk about most.
-
- The new textures in the Doom palette should be sent off to Bertrand
- fairly soon, so should be in the Artwork folder before long. I'm sending a
- straight Doom screen grab too, that's so other people can use the palette
- for their textures. (The GIF is more universal than the palette files I've
- got).
-
- Bye, and keep up the good work.
-
- Have another day.
-
- Robin Ball
-
-
-