Palette Matching

Bernd Kreimeier (Bernd.Kreimeier@NeRo.Uni-Bonn.DE)
Thu, 6 Jun 1996 21:12:45 +0200 (MET DST)

Date: Thu, 6 Jun 1996 21:12:45 +0200 (MET DST)
From: Bernd Kreimeier <Bernd.Kreimeier@NeRo.Uni-Bonn.DE>
Message-Id: <199606061912.VAA14291@marvin.nero.uni-bonn.de>
To: quake-dev@gamers.org, bernd@marvin.nero.uni-bonn.de
Subject: Palette Matching

Has anybody taken a look at the Doom PlayPal vs. the
Quake palette? I did some matching runs with various
metrics in RGB space, and there are very few exact
matches, and a larger number of severe mismatches. I
haven`t (yet) tried to convert an actual DOOM texture
to the Quake Palette, but prospects do not look good.
Dithering might help. Has anybody with some experience
in handling limited palettes tried?

Which, in turn, means that converted or re-done Doom
maps should possibly stick to the PlayPal - meaning
they cannot use the skin textures matching the Quake
palette. In addition, a palette lump should accompany
the mipmaps (in the BSP or elsewhere). It`s only 768
bytes, after all, and in perfect agreement with the
thinking that puts the mipmaps in the BSP.

b.