Endgame Palette
- SpellTrap
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Endgame Palette
Anyone know how to convert a bmp file to a frm file using the palette that the endgame frm files use? If you have no idea what I'm talking about, just take a look in the art/interfce folder, and take a look at some of the frm files that begin with EG. They seem to use some sort of special palette different from the rest of the frm files.
To sum it up, I want to make a new endgame image, but judging from the EG frm files, it won't look right unless I apply the proper palette. Little help? :confused2:
To sum it up, I want to make a new endgame image, but judging from the EG frm files, it won't look right unless I apply the proper palette. Little help? :confused2:
"It's 106 miles to Arroyo, we got a full fusion cell, half a pack of Radaway, it's midnight, and I'm wearing a 50-year old Vault 13 jumpsuit. Let's hit it."
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Finally got off of my butt to upload an example. Here's what the V13 ending looks like when I converted it:
http://www.unc.edu/~cagney/images/misc_ ... _V1301.JPG
http://www.unc.edu/~cagney/images/misc_ ... _V1301.JPG
"It's 106 miles to Arroyo, we got a full fusion cell, half a pack of Radaway, it's midnight, and I'm wearing a 50-year old Vault 13 jumpsuit. Let's hit it."
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Take a look for yourself; ALL of the pics in the endgame slideshow look like that when they're extracted.SDMVersion3 wrote:...omg you got radiated dood.
...
Like, seriously.
"It's 106 miles to Arroyo, we got a full fusion cell, half a pack of Radaway, it's midnight, and I'm wearing a 50-year old Vault 13 jumpsuit. Let's hit it."
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You don't have to clean it up. My problem isn't with how these pictures looked after being extracted from the game; my concern is that images that I insert into the endgame pics won't work unless they look like that.SDMVersion3 wrote:It's palette incompatibility.
I downloaded that pic, lemme see if I can clean it up.
Does anyone know if I have to get images to look like that before inserting them into the endgame sequence?
"It's 106 miles to Arroyo, we got a full fusion cell, half a pack of Radaway, it's midnight, and I'm wearing a 50-year old Vault 13 jumpsuit. Let's hit it."
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Oh....my bad. Carry on.SDMVersion3 wrote:Ummm... If I can clean that up and make it look good, you can conversely dirty up your images following the reverse process before inseting them into the game, wherein, they should look proper.
"It's 106 miles to Arroyo, we got a full fusion cell, half a pack of Radaway, it's midnight, and I'm wearing a 50-year old Vault 13 jumpsuit. Let's hit it."
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Theres no easy way to do it. I'm thinking that it's one of two things:
1) A palette problem
IE, neither of us has the proper pallette.
2) A fubared extraction
IE, you're missing the pallette and the colors were force-blended to a pallette that do have.
More likely, it's the first, but if it's the second, it'll probably be an easy fix.
I could mess around in PS but I wasn't getting anywhere, it looks like it was damaged irrevocably somewhere.
1) A palette problem
IE, neither of us has the proper pallette.
2) A fubared extraction
IE, you're missing the pallette and the colors were force-blended to a pallette that do have.
More likely, it's the first, but if it's the second, it'll probably be an easy fix.
I could mess around in PS but I wasn't getting anywhere, it looks like it was damaged irrevocably somewhere.
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So...what do you think would happen if I inserted a new image to replace the old one without doing anything with the palette? I'm still a ways from getting to the final boss battle, so I can't test it right now.
"It's 106 miles to Arroyo, we got a full fusion cell, half a pack of Radaway, it's midnight, and I'm wearing a 50-year old Vault 13 jumpsuit. Let's hit it."
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Well, no, but I've extracted other images that looked fine. It's just the endgame pics that are weird.SDMVersion3 wrote:Chances are it'll look much like our deathclaw friend.
You've inserted in other images and they work fine though?
"It's 106 miles to Arroyo, we got a full fusion cell, half a pack of Radaway, it's midnight, and I'm wearing a 50-year old Vault 13 jumpsuit. Let's hit it."
Yoho,
as fare as i remember there is an extrator that ships with all palettes used in Fallout1&2. I cant' remeber the name of the extractor . Most likely i got that extractor from http://www.freelancer.ag.ru/fallout/f2d ... _eng.shtml but i am not absolute sure.
Back to the point. When you extract the image with the correct palette you can use the palette from that file for your new image. Then the reinserted image should display in the right colors.
Have fun,
EWMS
as fare as i remember there is an extrator that ships with all palettes used in Fallout1&2. I cant' remeber the name of the extractor . Most likely i got that extractor from http://www.freelancer.ag.ru/fallout/f2d ... _eng.shtml but i am not absolute sure.
Back to the point. When you extract the image with the correct palette you can use the palette from that file for your new image. Then the reinserted image should display in the right colors.
Have fun,
EWMS
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It turns out all of the pal files were in master.dat, each having a name corresponding to one of the endgame images. If I inserted a new endgame image, and didn't include a pal file of the same name, would that image display correctly, if it were just a regular Fallout 2 screenshot? My theory is that it would just use Fallout 2's global palette, but I could be wrong.
"It's 106 miles to Arroyo, we got a full fusion cell, half a pack of Radaway, it's midnight, and I'm wearing a 50-year old Vault 13 jumpsuit. Let's hit it."
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It never hurts to think ahead.EWMS2 wrote:I have no idea if that would work correct or not. But why are you trying to solve that problem in advance? You will find out when you try it.
"It's 106 miles to Arroyo, we got a full fusion cell, half a pack of Radaway, it's midnight, and I'm wearing a 50-year old Vault 13 jumpsuit. Let's hit it."
use frm2bmp
found in the files section of DAC..
use the following command line from a comand prompt window from the folder where the art is ( assuming you put the program there too. )
frm2bmp.exe -p EG_V1301.pal EG_V1301.frm
it converts using the pallete file..
it also creates a .inf file for the bmp, which is used when converting back the other way..
found in the files section of DAC..
use the following command line from a comand prompt window from the folder where the art is ( assuming you put the program there too. )
frm2bmp.exe -p EG_V1301.pal EG_V1301.frm
it converts using the pallete file..
it also creates a .inf file for the bmp, which is used when converting back the other way..
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Uh-oh...ColJack wrote:use frm2bmp
found in the files section of DAC..
use the following command line from a comand prompt window from the folder where the art is ( assuming you put the program there too. )
frm2bmp.exe -p EG_V1301.pal EG_V1301.frm
it converts using the pallete file..
it also creates a .inf file for the bmp, which is used when converting back the other way..
http://www.unc.edu/~cagney/images/misc_ ... _V1302.JPG
Looks like I'll need to figure out how to make custom PAL files as well...
And PALSWAP is out of question, seeing as whenever I use it "properly" I get a Runtime Error.
"It's 106 miles to Arroyo, we got a full fusion cell, half a pack of Radaway, it's midnight, and I'm wearing a 50-year old Vault 13 jumpsuit. Let's hit it."