Re: [Algorithms] 256 colour palette
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From: Kent Q. <ken...@co...> - 2000-08-30 15:20:03
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You can't get good looking colors AND a wide range of colors in 256 colors. You have to decide what tradeoffs you're willing to make. The Quake 1 palette had, IIRC, about 16 shades each of brown, green, and grey, and many fewer of other colors. That's partly why the game was so effective -- they did "dark" very well. I have to echo the thoughts of someone else in this thread -- if you know in advance you need one palette for the whole game, build the palette first and give it to your artists. They'll do a much better job than if you try to cut 24-bit art down after the fact. Kent Matthew Davies wrote: > > Hi, > > Sorry, I may have not been clear. > > I don't need to convert a 24-bit image to 256 colours using quantisation. I > need to have a consistent single palette which doesn't restrict me too much > to the colours I can have in my textures. For example, DOOM used a 256 > colour palette to display all its graphics. > > One idea is to have 32 different colours and 8 shades of them. I could > design my textures in those 32 colours and 32 of a darker shade. > > But I just wondered if anyone had a generic palette that they knew worked > well. > > Best regards, > Matt. > > > -----Original Message----- > > From: Tom Nettleship [mailto:to...@ar...] > > Sent: Wednesday, August 30, 2000 10:47 > > To: 'gda...@li...' > > Subject: RE: [Algorithms] 256 colour palette > > > > > > The problem you're referring to is commonly called quantization. Doing > > a web search on that might glean some results. > > > > The two main algorithms people often use are called 'Median Cut' and > > 'Octree Quantization'. Both of these are efficient, and produce good > > results. > > > > Get hold of a copy of Graphics Gems 1... this has a paper describing > > how to implement Octree Quantization, and also (i think) source code, > > though there may be some bugs in it. > > > > Tom Nettleship > > > > P.S. I turned this mail into plain text from the HTML you > > sent... please > > don't > > send HTML posts to mailing lists; people using some mail readers can't > > decipher > > them. > > > > > From: Matthew Davies [mailto:MD...@ac...] > > > > > > Hi, > > > > > > Can any of you guys give me some hints on choosing a decent > > 256 colour > > > palette so that I can get a nice > spread of colours. I > > need it for a > > simple > > > 3d game so basically I need to cover common colours and > > shades thereof. > > > > > > Do any of you have experience in this area. I've had it so > > easy with > > 24-bit graphics up until now! :-) > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list -- ----------------------------------------------------------------------- Kent Quirk | CogniToy: Intelligent toys... Game Architect | for intelligent minds. ken...@co... | http://www.cognitoy.com/ _____________________________|_________________________________________ |