From: "willard" 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. Lines: 58 Message-ID: <874696$5km$1@mailint03.im.hou.compaq.com> References: NNTP-Posting-Host: alfdhcp1-1-87.alf.dec.com X-Trace: mailint03.im.hou.compaq.com 949328998 5782 16.85.240.87 (31 Jan 2000 14:29:58 GMT) X-Complaints-To: usenet AT mailint03 DOT im DOT hou DOT compaq DOT com NNTP-Posting-Date: 31 Jan 2000 14:29:58 GMT X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com 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 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 > >