~* Quake Photoshop Colour tables *~
===================================

I have put together a bunch of colour tables that you should find helpful when making quake textures, skins and sprites. Instead of importing an image into a wad editor like TexMex (or whatever), and letting the editor have its way with the palette conversion, I have always found that it is better to do the palette conversion in photoshop instead.

Usage:
------

- Plonk these .act files in some convenient folder.
- Take your texture in photoshop and go Image -> Mode -> Indexed Color
- In the "Indexed Color" box that appears, select Palette: Custom...
- In the "Color Table" box that appears, select Load and browse to the required .act color table file.
- Back to the "Indexed Color" box, choose a dither option according to personal taste.


List of files:
--------------

Quake Full
==========
includes every colour, including fullbrights.

Quake NoBrights
=========================================
includes every colour except fullbrights.

Quake NoBrights NoBlack
=======================
I use this one the most. All the quake colours, excluding fullbrights and full black. Why exclude full black? It's not lumped in with the fullbright colours but it behaves the same - i.e. if you have a full black colour in your quake texture, then level lighting has no effect on it - this can look bad when you get random black pixels in a dark texture - in bright light levels the rest of the texture lights nicely, but you get ugly black bits still remaining in the darkest areas.

(Note - in all the "NoBlack" tables, I have simply replaced the black (0,0,0) with a dupe of the next shade (15,15,15), instead of removing that colour slot. This was done to keep the colour table nice and aligned when viewed in photoshop).

Quake NoBrights NoRed
=====================
excludes fullbrights, and also blood red. Sometimes red can creep in in odd places and it always looks strange if you're not expecting blood red to be there.

Quake NoBrights NoRed NoBlack
=============================
Same as above but no black.

Quake NoBrights NoRed NoDarkBlue
================================
excludes fullbrights, blood red, and dark blue (this keeps the nice light blue though). The dark blue line is quite ugly (imo) and you can use this to avoid it if you really want.

Quake NoBrights NoRed NoDarkBlue NoBlack
========================================
Same as above but no black.

Quake Brites Only
=================
only includes the fullbright colours. Use if you want every pixel in the image to be a fullbright. Perfect for muzzleflashes, flames, lasers and anything else that's glowy.

Quake Fire Only
===============
only uses the fullbright "lava" line. Probably not needed if you use "Brites Only", but you might find it useful.

Quake Full No Transparent
=========================
same as Full but no transparent. Note that only sprites use the transparent colour. The only use for this, is if you are working on a sprite and you want to guarantee that no transparent pixels seep into bits that you don't want. Note also, every colour in a sprite will be fullbright, so you can have fullbright colours next to normal colours and it will not look odd. Obviously you only want to use this one as an intermediate step in your sprite work, because you'll want to apply transparent bits round the edges later (usually) and this of course will remove them.



- Ben "Kinn" Wooding.