Changing The Default Palette of Duke3D v2 v1-01-2000 Release 2
© RTCM Usurper
Introduction | Creating a new palette | Importing it via editart | Fixing the palette.dat | Credits
If you are making a TC or other advanced build engine project involving graphics, you may wish to alter the default game palette. You will first have to construct a new palette to import via editart. I'll explain how to do this with Paint Shop Pro 5 and 6 (probably works with other versions as well).
The game uses a 256 color palette. Each individual color is made up of three numbers. These three numbers are it’s r/g/b values. They tell how much red, green, and blue is mixed to create the color. Each value can range from 0 (least amount, darkest) to 63 (greatest amount, lightest). Windows palette files usually range from 0 to 255. You can either make your palette in a windows program such as Paint Shop Pro 6 or you can make it in James Ferrys OpenGL BuildTouch 2.1 program. Keep in mind that if you want the colors to shade properly, a bright blue will need darker blues to fade to before fading to black. Paint Shop Pro 5/6 (from scratch):
Paint Shop Pro 5/6 (modifying regular palette):
OpenGL BuildTouch 2.1
If you created your palette in a windows program such as PSP, make sure youve saved an image with the new palette in non-interlaced gif 89a format. Open editart and select a blank tile. Size the tile, then press u to import the image that contains the new palette. **IMPORTANT NOTE The image that you select must not be in another duke directory. If so, it could cause unusual things to happen, changing the palette of the directory the image is in rather than the desired directory.** Select the image from the list and press enter. The image will appear with a white box around it. Now, instead of pressing 'enter', press 'P'. A message will appear asking if you want to make this the new build palette. Press 'Y'. You may have to wait a few moments for editart to finish writing the new palette.dat file. Press enter to finish importing the image.
The palette.dat file contains more than just the palette. It also contains the number of shade tables, the shade table information, and transparency information. This information isn't set up automatically when you change the palette, nor does it use the old information by default. There's a program called transpal.exe that can fix the file, assuming you know what the figures to input and the right keys to press are. The command line parameters for transpal are:
There are usually 32 shade tables in the palette.dat file. Originally, there were going to be 64, but the number was dropped to 32 for the sake of slower machines. I dont recommend using any number but 32, as some odd bugs have crept up in my tests. Also, you would be forced to re-shade any map you have already started with the original 32-shade-table palette. The translucency number ranges from 0-256. Were it set on 0, the first translucency setting would be totally invisible, and the second would be solid. If it is set to 256, the first translucency setting would be solid, and the second would be invisible. 160 and 170 are the example values, which appear similar to the standard values. The RGB values are optional. I dont recommend using them. The default values look fine. Feel free to experiment though. Once youve typed the correct command line information, hit enter. Youll see colors streak across the screen. There are three key commands for transpal that you can now use.
Youll probably want to just hit enter and save both. According to Silverman, some teams wanted to use another program to write the shade table information, hence the reason for the space command. The reason for this is likely to create full-bright colors. You may have noticed full-bright colors in the default palette. The last 16 colors are not affected by shading in any way. This is because the shade tables were modified to prevent this. You can modify the shade tables to add full-bright colors to your palette using OpenGL BuildTouch 2.1. I must warn you that it is a very tedious process due to the number of shade tables.
© 2000 Matthew Palmer An R.T.C.M. Document Thanks go to: Ken Silverman for his valuable information on the palette.dat structure, transpal.exe and its keys, and editart keys as listed in the build docs (not to mention creating a great game engine and the utils for it). TerminX for his initial help with my palette conversion. James Ferry for his information and assistance, and for creating OpenGL BuildTouch 2.1, which makes palette editing a lot easier.
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