Re: Normalinsing Palette: need to know...

Re: Normalinsing Palette: need to know...


Replies | Reply | Tomb Raider Level Editor & Utility Discussion Forum

Posted by Vagrant on May 22, 2000 at 00:16:43:

In reply to: Normalinsing Palette: need to know... posted by BitShifter on May 11, 2000 at 11:53:33:


"normalising"? You mean converting a 16,24 or 32 bit .bmp
to an 8 bit .bmp? Say of ..a TR1 level .bmp? Quick n' cheep:
Open the 8 bit (256 color) .bmp in your graphics program.
Open your 16,24 bit .bmp also. natch, it's "RBG" format.
Select,copy and paste this into your 8 bit .bmp...
done!

However, I've found that with TR1 level bmps, this procedure
"dithers" colors to approximations..(that's ok if you're just
using this .bmp to see the 8 bit textures displayed in your
Rview program)...but, if you're really and truly trying to add
kool looking new textures to a TR1 level, you'd be better off
"saving the original 8 bit .bmp as a palette file" ...

This can be done in PaintShopPro...or(my fave) Photoshop(which
saves this info as an " .ACT " file.
(which is used to then convert your 24 bit .bmp with)

when asked the question " to dither or not to dither" ...
(well, I'm no dithering idiot, ya' know) un-dithered looks
far superior in TombRaider(especially if you're playing the game
on a 3Dfx card) because "dithering" puts a sleezy, grainy look to
the textures(like a cheap stroke movie; not a world-class PC game).
Vagrant





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