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Author Topic: Wally World???...  (Read 283 times)
lords8n
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Posts: 147


« on: Jan 26, 2007, 08:29 AM »

Jitspoe, or anyone else, what is the easiest way to convert a jpg to the paintball pallet, exactly.

This is what I do, and the only way I have figured out to do it:
- Open Wally
- Select NEW/Quake2 (having Quake2 setup to use the pb2 pallet, or course).
- Drag and drop my jpg into a blank space in Wally. This opens it, but with some retarded pallet.
- Select the jpg, press ctrl+x, select that new blank wal I made in step 2, and press ctrl+v.

I then have the jpg pasted into that new wal file and it has conformed to the new pallet.
PROBLEM: Often times it looks like ass...MOST often times.
On rare occasions the pallets match and everything looks peachy.

THERE'S GOT TO BE A BETTER WAY?!?!?!?!?!?!
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UNiBoNGeR
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Posts: 39



« Reply #1 on: Jan 27, 2007, 12:29 PM »

*An Eye for an Eye makes us all blind*


only create .wal files for the map editor to use. and most are ugly and some i just create square solid colors to represent area's of that texture... there shouldnt really be any other use if you have jpgs for those images

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jitspoe
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Posts: 1511



« Reply #2 on: Jan 27, 2007, 11:08 PM »

I don't have wally handy here, but go into the options and somewhere there's a way to set the default quake2 palette.  Set this to your pb2e.pal from the bsp/pball2 directory and hit "Apply".  Then put all of your textures you want to convert into a directory and use the batch conversion option to convert them to quake2 .wal files.

I've found using the dithering instead of the nearest match will often get a closer average appearance.  It doesn't really matter how good they look for the editor.  Nobody is going to see that but you.  Getting a good average color is important for the lighting, though.
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