Post by lordezarik on Mar 29, 2017 19:51:17 GMT -5
I was messing around with the default colourmap from quake 2 in a bitmap editor called Usenti and decided to test out the re-quantize feature, anyway I have made a set of colourmap mods which (providing you are using the software renderer mode of course) will allow you play the game with a palette of 128, 64, 32, 16(*), 8(**), 4(**), or 2(***) colours. (the number of stars(*) represents how likely it is that at least some (or perhaps all) levels will be unplayable with *** being the highest chance) rather surprisingly 128 and 64 colour only seem to have very minor reductions in graphical quality and 32 colour actually happens to look relatively passable and quite atmospheric on the level I tested, of course, 2 colour would likely require rather extensive level changes to be particularly usable but all in all it was very interesting (especially examining player models (especially some of the custom ones people have made) in the player select viewer, some actually look surprisingly good in two colour mode)
(playing with the colour numbers also gave me quite an interesting idea, a game where the colour map being used was selected by the level or even changed according to an in-game variable, (I realise that this would likely require a change to the engine (plus maybe the creation of an open GL version of the software renderer #) but, for example, it would open up the possibility for things like a game where the world was gradually dying and the colours were becoming less and less varied as the game progressed, I admit that's something I'd quite like to make so if anyone is interested just say, though I'll probably need some help))
Here is a .zip file containing all 8 colormap mods
q2_colour_ranges.zip (107.75 KB)
(by the way somewhere on my computer I also made a modified colormap which has an extra section to allow a sort of coloured lighting in software mode, if anyone's interested in that I'll have a look for it, I never really developed the code side of it, but it's a relatively simple concept, If I recall it correctly, basically it would use the extra section as a lookup table to find a colour in the translucency section of the colormap and apply that colour onto the lighted texture as appropriate, of course having never actually tested it I'm not sure how it would actually look in-game)
(playing with the colour numbers also gave me quite an interesting idea, a game where the colour map being used was selected by the level or even changed according to an in-game variable, (I realise that this would likely require a change to the engine (plus maybe the creation of an open GL version of the software renderer #) but, for example, it would open up the possibility for things like a game where the world was gradually dying and the colours were becoming less and less varied as the game progressed, I admit that's something I'd quite like to make so if anyone is interested just say, though I'll probably need some help))
Here is a .zip file containing all 8 colormap mods
q2_colour_ranges.zip (107.75 KB)
(by the way somewhere on my computer I also made a modified colormap which has an extra section to allow a sort of coloured lighting in software mode, if anyone's interested in that I'll have a look for it, I never really developed the code side of it, but it's a relatively simple concept, If I recall it correctly, basically it would use the extra section as a lookup table to find a colour in the translucency section of the colormap and apply that colour onto the lighted texture as appropriate, of course having never actually tested it I'm not sure how it would actually look in-game)