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/vr/ - Retro Games

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>> No.4279884 [View]
File: 1 KB, 128x128, PALETTE.png [View same] [iqdb] [saucenao] [google]
4279884

>>4279879
It's the funniest Quake may-may.

>> No.4125414 [View]
File: 1 KB, 128x128, PALETTE.png [View same] [iqdb] [saucenao] [google]
4125414

>>4125039
Generally the more vanilla-esque and popular ports are, yes. If you want to bypass the palette you can usually load external textures depending on sourceport, but there's no guarantee they'll play nicely due to the colormap- usually people only use external textures to add transparency in ports that require it, or for skybox textures which are always displayed as fullbright anyway. It's possible to compress most images down into Quake's color palette, but it won't always look the greatest and often requires hand-tweaking due to the limited color choice (NEVER USE DITHERING IT LOOKS LIKE SHITE BECAUSE THE TEXTURES ARE DISPLAYED SO LARGE IN-GAME).

Or you can use Darkplaces if you're a weenie, but we'll call you silly names for doing so.

>>4125146
Colored lighting is separate from texture limitations.

>> No.3967601 [View]
File: 1 KB, 128x128, PALETTE.png [View same] [iqdb] [saucenao] [google]
3967601

>>3966443
With few exceptions, AD's textures do actually fit into the Quake palette! The bigger change is making use of transparent or semitransparent textures, which is reliant on sourceport.

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