Sun Feb 08, 2004 2:46 am by RubberEagle
here's basically how i made the textures:
I first made the textures in a 2d drawing app like paint shop pro or photoshop with the standard RGB color set (=without changing anything. just new image, and on to the drawing).
then, when i had finished the texture, i would apply the SL palette.
you have to set the color-depth to 8 bit indexed and then you'll be prompted do tell your program where the .pal file with the colors you want is. load the .pal file from sledit (there are 2 files, just try with wich your textures look better (on a case-by-case basis).
now this method has a big flaw: when you do the textures, you'll probably use lots of colors that aren't on the palette file. The sl palette file is rather limited in colors to the greyish and brownish spectrum.. (no really nice red or blue or yellow or green, only those dark shades). The result often looks nowhere as good as the original, and sometimes your program uses a "wrong" color (means that there or other colors in the palette that you would rather have used).
the only way to circumvent this is to apply the palette BEFORE making the texture, but in most apps this will limit the functions available to you.
what i probably should mention too is that there is the possibility of using 24(?)bit textures. but the importing in sl is a pain. normally, with the8-bit textures, SLEdit creates the green briefing textures for you on the fly. but with the 24 bit textures, it doesn't. so you have to create your own g_texture1.bmp and manually import them.
also, the 24 bit textures will have quite an impact on performance... (though maybe not as much on todays machines)
I hope that helps