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Re: Panel seem not very beautiful...?
[Re: Julientdc]
#186643
03/01/08 21:55
03/01/08 21:55
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Joined: Apr 2004
Posts: 516 USA
Trooper119
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User
Joined: Apr 2004
Posts: 516
USA
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It looks like your file is saved under a certain picture format so it only uses so many colors. You'll have to save it as another format that's bigger in order to get more colors to fully show the picture. Look up file formats in the manual: Quote:
Image files Image files are used for importing textures, model or terrain skins, terrain heightmaps. sprites, bitmaps and fonts, and for exporting screenshots. Supported image formats are PCX, BMP, TGA, DDS, PNG, JPG, and WAD. All formats have their specific advantages and disadvantages. BMP and PCX 256 color (8-bit palettized) images for low quality textures are supported for compatibility reasons. All 256 color images must share the same color palette per level, given in WED Map Properties. The first color of the palette (color #0) must always be black, the last color (color #255) must always be white. Due to the many restrictions and requirements, we do not recommend to use 256 color images - especially for beginners who don't know about handling color palettes. BMP and PCX true color (24-bit RGB) images are used for medium quality textures. They are internally stored in either 16-bit high color or 4-bit compressed format, depending on d3d_texdepth. PCX is preferable as it's a compressed format and files sizes are much smaller than for BMP images. TGA true color (24-bit RGB) and true color alpha (32-bit ARGB) images are used for high quality textures. They are internally stored in 16-bit high color or 32-bit true color, depending on the setting of d3d_alphadepth. 32-bit ARGB images contain an alpha channel which gives a transparency value for every single pixel. For creating an alpha channel in Photoshop, open the channels window, and click onto the small "new channel" button below. Now an alpha channel is created, and you can paint onto it. When saving the picture, use the 32 bit TGA format. DDS images are used for medium/low quality textures when video memory must be economized. They are supported in the DXT1..DXT5 sub-formats with included mipmaps. DDS uses a compressed 4-bit texture format for saving memory at the expense of image quality. DXT2..DXT5 textures contain an alpha channel and are treated as translucent by the engine. Due to their compressed content, DDS bitmaps can not be altered by image manipulation functions (like pixel_to_bmap), can not be used for textures that contain several separate images (like animated sprites or sky cubes), and are not displayed by the older GXL libraries in the WED and MED editors. They can be created with the DirectX Texture Tool, with a Photoshop Plugin, or with ATI's Compressonator. JPG images are supported for bitmaps, but are not recommended for realtime games due to their slow loading, high video memory consumption, and bad quality compared to other formats. WAD files are image collections containing several BMP, PCX, TGA, or DDS images, with names and included mipmaps. They are imported in WED and used for level textures. As DDS images are not displayed by WED, they appear as blue squares in the WAD preview.
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