Re: Making mats from other files then bmps...


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Posted by Stealth on March 12, 1998 at 19:14:54:

In Reply to: Making mats from other files then bmps... posted by Jediman on March 12, 1998 at 18:53:47:

> I'm having trouble taking a bmp file which was originally a gif, and then converting it to a mat file. Once converted it looks like a abstract painting. Is there anyway to prevent this? Thanks..
> Jediman

1. make sure you convert the gif to a 256 color bmp.

because the palette is most likely not the same as a Jk palette.
You have a few choices, all involve a bit of work.

1. use "JKPacMut" to view the JK cmp files pick one that closely matches your Bmp Pal.
2. if you don`t already have a pal to use in your paint program, decompile a Mat with Matmstr and the CMP you want to use and save the pal from the bmp in your paint program
3. Now you can load in the Pal for jk into your bmp. some of the colors may screw up thats to be expected.
4. using a color replacer tool something like the one in paintshop pro, you can now start to recolor your image to a jk pal. Then compile your finshed image to a Mat file, Note textures for the level seem to need a 4 image mat. so you`ll have to make some smaller images and compile those too.
Simply divide the size of your mat by 2 for ea image Ie original image 256x256 next smaller image should be 128x128 etc..

Now comes the fun part.. In JK it has a Master cmp.which is generaly the sector 0 cmp. The other sectors only use partial parts of the master cmp for the sectors , the translucency inof and lighting maps still come from the main level cmp.
So what that means is... If you have dflt.cmp as your main cmp and you try to use a sector cmp of say 09*.cmp the colors still may not turn out right. Your Main cmp and the sector cmps still need to be somewhat close.

This will also affect which cmp pal you choose to convert your bmp to. generaly it is best to try to convert to dflt or uicolormap.cmp if you can.


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