Palette: Difference between revisions
Jump to navigation
Jump to search
SirYodaJedi (talk | contribs) (Created page with "{{draft}} A '''color palette''', or simply '''palette''' (also known as a "colormap" or "color index"), is a lookup table of color values. It most frequently used for simple i...") |
SirYodaJedi (talk | contribs) No edit summary |
||
| (13 intermediate revisions by 2 users not shown) | |||
| Line 1: | Line 1: | ||
{{ | {{stub}} | ||
A '''color palette''', or simply '''palette''' (also known as a "colormap" or "color index"), is a lookup table of color values. It most frequently used for simple image compression, but can also be used for other purposes. For example, {{ | [[File:hl1 palette.png|192px|thumb|The color palette used by Half-Life's particle effects, which is a modified version of the Quake I palette.]] | ||
A '''color palette''', or simply '''palette''' (also known as a "colormap" or "color index"), is a lookup table of color values. It most frequently used for simple image compression, but can also be used for other purposes. For example, {{gldsrc|2}} reads from a palette to know what color to render legacy particle effects from {{quake|2}}. | |||
Uses: | |||
* Most stuff in {{quake|2}} and {{quake2|2}} | |||
* Per-image compression in {{gldsrc|2}} | |||
* Particle effects and WON console in {{gldsrc|2}}. | |||
:{{note|These use {{code|palette.lmp}}, which is the same format as in Quake 1. {{code|palette.bmp}} is entirely unused.}} | |||
* {{w|S3 Texture Compression|DXT block compression}} (palette for each 4x4 block) | |||
* {{ent|infected (shader)|alt=infected}} shader in {{l4d2|2}} | |||
* {{ent|$lightwarptexture}} | |||
== External links == | |||
* {{quakewiki|Quake palette}} | |||
[[Category:Glossary]] | [[Category:Glossary]] | ||
Latest revision as of 09:59, 9 November 2025
A color palette, or simply palette (also known as a "colormap" or "color index"), is a lookup table of color values. It most frequently used for simple image compression, but can also be used for other purposes. For example,
GoldSrc reads from a palette to know what color to render legacy particle effects from
Quake.
Uses:
- Most stuff in
Quake and
Quake II - Per-image compression in
GoldSrc - Particle effects and WON console in
GoldSrc.
Note:These use palette.lmp, which is the same format as in Quake 1.palette.bmpis entirely unused.
DXT block compression (palette for each 4x4 block)- infected shader in
Left 4 Dead 2 - $lightwarptexture