Palette: Difference between revisions
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* Most stuff in {{quake|2}} and {{quake2|2}} | * Most stuff in {{quake|2}} and {{quake2|2}} | ||
* Per-image compression in {{gldsrc|2}} | * Per-image compression in {{gldsrc|2}} | ||
* Particle effects and WON console 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) | * {{w|S3 Texture Compression|DXT block compression}} (palette for each 4x4 block) | ||
* {{ent|infected (shader)|alt=infected}} shader in {{l4d2|2}} | * {{ent|infected (shader)|alt=infected}} shader in {{l4d2|2}} | ||
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