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Mail Archives: djgpp/2000/01/31/12:37:12

From: "willard" <pwillard AT MINDSPRING DOT COM>
Newsgroups: comp.os.msdos.djgpp
Subject: Re: Allegro, 8bit sprites, and palletes
Date: Sat, 29 Jan 2000 09:29:08 -0500
Organization: Compaq Computer Corp.
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The most common advice given with this sort of issue seems to be to use a
common palette.

Here is the way I do it.

1. draw a good portion of my required artwork. (with whatever tool is best
using the most possible colors)

2. put them all together in  a directory

3. use a common tool to examine them all and come up with a common palette
with reduced colors.

For example, on some of my early work with tiles, I opted for a 256 color
palette. Once I got my artwork together I located my most complicated 256
color image and saved the palette. I then applied that palette to the rest
of the pictures (making adjustements as needed) and then went through all of
my images as many times as needed. When I was done, they all had a common
palette of about 200 common colors.

I later found an tool on the Allegro page specifically designed for creating
a common palette.

Autodesk Animator Pro is real good for palette manipulation... it's what I
used. I picked it ip cheap at a computer show. (It's obsolete, but I didn't
care)

Pete


William J. Urban II <wjurban AT tca DOT net> wrote in message
news:s9aio7v75io88 AT corp DOT supernews DOT com...
> Hello all,
>     I am currently working on the typical 2D tile based game to get myself
> familiar with allegro and DJGPP.  I have been using paint to draw my
rather
> primitive bitmaps but I have access to 3dstudio max at the campus computer
> lab.  I am not too good with it at the moment.  I can make some spheres
and
> some cylinders and boxes to form a 3-d man and put simple colors on it.
My
> question:  Is there a way to render a scene in 3d studio max and then keep
> that same palette and transport it to paint?  Or is there another program
> that does this?  Or...should I write my overhead "tile map" to the buffer,
> then change palettes, then put the other image on the buffer, THEN blit
that
> to the screen?  I would appreciate any help and I am really sorry that
this
> might be a run-on wierd message but its 2:40am and I have been messing
with
> this since after the superbowl.  Good game too :)
>
> Thanks,
> -Will
>
>


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