Palette: Difference between revisions

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(palette.lmp is referenced 9 times in the engine DLLs, whereas palette.bmp is not referenced at all.)
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* 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}}. {{code|palette.bmp}} is entirely unused.}}
:{{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

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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, GoldSrc GoldSrc reads from a palette to know what color to render legacy particle effects from Quake Quake.

Uses:

Note.pngNote:These use palette.lmp, which is the same format as in Quake 1. palette.bmp is entirely unused.

External links