Stupid Indexed Color.

Azrael2709Azrael2709 Join Date: 2003-05-27 Member: 16760Members
<div class="IPBDescription">Is there a better way?</div> I use photoshop 5.5 (ewww, yes i know, i cant get a better version) to create skins for my models and for milkshape to compile models with textures, they apparently need to be in .bmp format with indexed color on either Web or Exact. Putting it on Web looks like butt but i can never save it in exact color. Is there a way to get around this?

Comments

  • Fox_OneFox_One Join Date: 2003-01-15 Member: 12310Members
    Indexed color? All I know is they need to be 8-bit (256 color) BMPs...If you have an optimal palette option when you decrease the depth that usually creates a nice-looking pic.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    8 bit bitmaps havin a indexed pallete.... photoshop is almost to proish for such a low end work like halflife skinning... overloadet with funktions you never will need for skinning a model..

    use psp instead... its much easier to edit the palette with it .. for working with textures increase the colordepth to 16 bit...and for saving decrease the colors again to 8 bit
  • Azrael2709Azrael2709 Join Date: 2003-05-27 Member: 16760Members
  • Anime_Tentacle_MonsterAnime_Tentacle_Monster Join Date: 2003-01-06 Member: 11931Members
    Wally aint too bad either

    specially because you can load plattlets from one frame to another

    thats what I used for sprite work however but it does have the option.

    So if you dont have PSP there is always Wally
  • MalambisBZMalambisBZ Join Date: 2002-11-21 Member: 9559Members
    Image>Mode>Indexed Color

    Selective

    Colors - 256, Forced - None, Dither - Diffusion, [x] Preserve exact colors.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    edited September 2003
    I use photoshop for my skinning, and I have no problems whatsoever. I can't remember how 5.5 handles indexed colour, but you should have options in the dialog box to set it to "perceptual" or "adaptive" or something along those lines.

    edit: actually, Malambis looks like he's more useful, since I couldn't be bothered loading PS to look <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <!--QuoteBegin--MalambisBZ+Sep 7 2003, 12:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MalambisBZ @ Sep 7 2003, 12:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Image>Mode>Indexed Color

    Selective

    Colors - 256, Forced - None, Dither - Diffusion, [x] Preserve exact colors. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    this would be the way i would do it, since it works and all....
  • def_onedef_one Join Date: 2002-05-21 Member: 641Members, Retired Developer, NS1 Playtester, Contributor
    ya they do need to be indexed, but none of the maps need to share the same pallate. only time HL needs to share pallates is with sprites.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Just save it as gif with 100% dithering when it has lots of small details, or with 25% dithering when its texture changes slowly.
    Then convert the gif to a bmp again.
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