Author Topic: A smiley face & rainbows r_explode pcx for pak use  (Read 1432 times)

Offline Costigan

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Re: A smiley face & rainbows r_explode pcx for pak use
« Reply #15 on: February 26, 2020, 03:41:27 AM »
I only use pcx files in my paks, i modify original Q2 pcx files only, the original r_explode palette and the 'Costigan' r_explode palette are the same.

Everything is fine for me so i can't imagine what the problem is.


Take a screenshot of said blueness (using the original pcx file) and post it here.

What clients are you two using? R1Q2? EGL? AprQ2? Q2PRO? KMQ?
« Last Edit: February 26, 2020, 06:13:05 AM by Costigan »
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Offline rikwad

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Re: A smiley face & rainbows r_explode pcx for pak use
« Reply #16 on: February 26, 2020, 03:26:56 PM »
Hello,

 Ok I uploaded a yellow smiley from Focalor's JPG version (I coloured out the rainbows ;), and a blue smiley from your PCX version.

 I'm using R1Q2  and I used both the colormap you uploaded and the one from Pak0, and still got blue whether I used R1GL or the base GL vid_ref file. It was also blue with KMquake2. The blue one is kind of cool too btw.
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Offline Costigan

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Re: A smiley face & rainbows r_explode pcx for pak use
« Reply #17 on: February 27, 2020, 10:00:44 AM »
I have no idea what is wrong here, everything checks out as normal and fine on my end.

I'll post a video of how it looks for me at some point.

It should show up as colour index 225 (a yellow) but that blue looks like colour index 243 - bright blue.

When i sample the yellow of my 'Costigan' r_explode pcx in Wally it shows up as colour index 225 - yellow.


I give up, just use Irfanview with my pcx from the initial post and save it as whatever file type you need.

Offline rikwad

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Re: A smiley face & rainbows r_explode pcx for pak use
« Reply #18 on: February 28, 2020, 07:05:01 PM »
Heh, yeah there's often some quirk or unexpected result between different setups.

Cheers,
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Offline QwazyWabbit

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Re: A smiley face & rainbows r_explode pcx for pak use
« Reply #19 on: February 29, 2020, 02:51:02 AM »
I'm not authoritative on PCX vs. JPG color images but IIRC, the original Quake II graphics system used PCX (indexed color images) mapped onto a particular VGA palette used by the game client graphics drivers. This is why Q2 has an orange-yellow tint in modern OpenGL RGB mode. The original Quake II was targeted for the lowest common denominator SVGA systems with a 256 color pallet and had the ability to accommodate higher resolutions and 32-bit (RGB) colors. I know the game did change palettes when switching from game mode to cinematic mode for the single-player interludes between game units.

Comparing Costigan's PCX sample and Focalor's JPG sample in Gimp, I see orange and they render identically. This tells me the difference in rendering in the game is due to the way indexed PCX is mapped onto the RGB system in the client. I have no idea how to tweak those settings to change those renders at this time.

I think Costigan's distribution of a single PCX file is quite incomplete since it requires the end users to rename and copy files and this is prone to error. It definitely needs more effort to be a proper distribution.

Focalor's fix is more complete and targets RGB clients and I don't think anyone in the 21st century is still using 256-color SVGA anymore. This is a better distribution technique.

I think for compatibility the JPG and PCX skins 1-7 need to be merged into a single PAK file and the clients can select the appropriate PCX or JPG file per their configurations. I'd like to see an experiment conducted with both formats in the same PAK.

I believe clients like r1q2 and q2pro running OpenGL automatically choose the highest picture format available in order: PCX, WAL, TGA, PNG, JPG with the later ones overriding the earlier ones. The original game only looked for PCX, WAL, and TGA.

Attached is the index color map for the PCX. Index 243 is pure blue RGB (0,0,255) while yellows 218 (255, 255, 127); 219 (255, 255, 083); 220 (255, 255, 039) are present but I don't know what black magic maps them into the 32-bit RGB display.

QW


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Offline Costigan

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Re: A smiley face & rainbows r_explode pcx for pak use
« Reply #20 on: February 29, 2020, 07:41:36 PM »
QW

I'm using standard normal original Quake 2 pcx files that came from a standard normal original Quake 2 game disc, how is it even possible for this to be happening? MANY Quake 2 players will STILL be using original pcx-based Quake 2 game files! was there a grand mass conversion to jpg in the past four years or something?


I have attached three r_explode paks to this post, look below:

1. a (pcx) pak with my pcx files.

2. a (jpg) pak with my pcx files converted to jpg using irfanview.

3. a (both) pak containing the contents of both the pcx pak and the jpg pak.

Offline |iR|Focalor

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Re: A smiley face & rainbows r_explode pcx for pak use
« Reply #21 on: March 01, 2020, 11:16:27 AM »
was there a grand mass conversion to jpg in the past four years or something?

Actually ...Yes.  :D The majority of players on Tastyspleen servers use updated clients.
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Offline Costigan

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Re: A smiley face & rainbows r_explode pcx for pak use
« Reply #22 on: March 02, 2020, 06:11:49 AM »
was there a grand mass conversion to jpg in the past four years or something?

Actually ...Yes.  :D The majority of players on Tastyspleen servers use updated clients.

Who converted all of the original pcx files into jpg files and where can i download it all?

Offline Costigan

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Re: A smiley face & rainbows r_explode pcx for pak use
« Reply #23 on: March 04, 2020, 02:15:57 PM »
QW

I'm using standard normal original Quake 2 pcx files that came from a standard normal original Quake 2 game disc, how is it even possible for this to be happening? MANY Quake 2 players will STILL be using original pcx-based Quake 2 game files! was there a grand mass conversion to jpg in the past four years or something?


I have attached three r_explode paks to this post, look below:

1. a (pcx) pak with my pcx files.

2. a (jpg) pak with my pcx files converted to jpg using irfanview.

3. a (both) pak containing the contents of both the pcx pak and the jpg pak.

One crappy soundless HyperCam sc vid of a q2 demo showing how my r_explode should look + my BFG blasts as a bonus.

https://ws.onehub.com/files/hl4npf9l

Offline rikwad

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Re: A smiley face & rainbows r_explode pcx for pak use
« Reply #24 on: March 05, 2020, 03:03:47 AM »
That looks pretty slick and your particles are square as well. Are you running in software mode?
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Offline Costigan

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Re: A smiley face & rainbows r_explode pcx for pak use
« Reply #25 on: March 05, 2020, 03:22:22 AM »
That looks pretty slick and your particles are square as well. Are you running in software mode?

Yes it's in software mode, i never liked any of the fancy other stuff because the lighting would just be too dark or too bright.

Offline rikwad

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Re: A smiley face & rainbows r_explode pcx for pak use
« Reply #26 on: March 05, 2020, 08:28:17 AM »
Too light, too dark. - I hear you on that!  Yamagi fixes that and it has a solid software mode too.
Also, maybe software mode explains the differences in smiley colors, though I would not know why, and I can't test it at the moment.
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Offline Costigan

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Re: A smiley face & rainbows r_explode pcx for pak use
« Reply #27 on: March 07, 2020, 11:26:28 PM »
QW

I'm using standard normal original Quake 2 pcx files that came from a standard normal original Quake 2 game disc, how is it even possible for this to be happening? MANY Quake 2 players will STILL be using original pcx-based Quake 2 game files! was there a grand mass conversion to jpg in the past four years or something?


I have attached three r_explode paks to this post, look below:

1. a (pcx) pak with my pcx files.

2. a (jpg) pak with my pcx files converted to jpg using irfanview.

3. a (both) pak containing the contents of both the pcx pak and the jpg pak.

Any of these paks work as they should?

Offline QwazyWabbit

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Re: A smiley face & rainbows r_explode pcx for pak use
« Reply #28 on: March 08, 2020, 12:34:25 AM »
I downloaded them but have not had time to test them yet.
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Offline |iR|Focalor

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Re: A smiley face & rainbows r_explode pcx for pak use
« Reply #29 on: March 08, 2020, 06:20:27 PM »
That looks pretty slick and your particles are square as well. Are you running in software mode?

Yes it's in software mode, i never liked any of the fancy other stuff because the lighting would just be too dark or too bright.

Software mode probably has something to do with it. I think software mode doesn't use the colormap, GL mode does. (I *THINK*, not positive)

Software mode is SHIT. You know that you can adjust the light in GL mode to make it fully bright, right?

In GL mode, type this in console:
gl_modulate "5"
gl_coloredlightmaps "0"
vid_restart

That should brighten things greatly and remove the orange-ish tint of the lighting.

Just throwing this out there to whom it may concern... but the last two guys who claimed to use software mode as a personal preference were Razor and Betty.
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