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Topic: Colour palettes and replacements for PCX Read 1689 times  

679bb5d25c575
Two short questions about NewDark:

1) Is it still recommended to you use PCX files with a limited colour palette as often as possible (e. g. for legacy support or speed) or is PNG the way to go? Does the compression level matter (or other options supported by that file format)?

2) Does anyone know if it is possible to create anti-aliased text in GIMP while still retaining the colour palette? Even when converting to RGB first, editing and then going back to the palette colors, all text reverts back to a single colour, heavily aliased text instead of an anti-aliased version where the smooth contour is interpolated from the palette table.

679bb5d25c63fbluemess

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Is there a reason to retain palette? There is no one common palette for all files to begin with. Why don't create optimized palette for each file?
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As I said, possible legacy support, as in taking the palette limit into account. I don't know, of course, that's why I'm asking what the "optimal way" is.

679bb5d25c8b7bluemess

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Sure, I'm just saying that retaining palette wouldn't make sense even for legacy reasons, not unless someone will manage to run the game in 8bpp mode.
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The palette limit is not really about how many colours the Dark engine could theoretically show on screen but the number of different colour palette families attached to textures which was done to save memory. For example, DDfix enabled 32-bit colours but did not circumvent the palette limit.

679bb5d25caccbluemess

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Didn't know about that. I doubt that's a case anymore with NewDark.

679bb5d25cc30Nameless Voice

679bb5d25cc79
You should just use true-colour PNG images for all textures.
There's no reason to use palettised images for anything any more.
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