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Solar
Joined: 04 Feb 2005 Posts: 549
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Posted: Tue Dec 06, 2005 8:40 pm Post subject: hmmmm |
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any one here know how to save down a 16m/64k/32k colour palette ?
cheers |
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Plutonic Site Admin
Joined: 03 Feb 2005 Posts: 882 Location: Bed
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Posted: Wed Dec 07, 2005 12:22 am Post subject: |
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urrrrrr... what? _________________
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Solar
Joined: 04 Feb 2005 Posts: 549
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Posted: Wed Dec 07, 2005 12:46 pm Post subject: |
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no i didnt think so
i have come to the conclusion its impossible to save a palette down that big |
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PigL3t WCC SpaMMeR!
Joined: 03 Feb 2005 Posts: 2491 Location: DM for life
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Posted: Wed Dec 07, 2005 3:14 pm Post subject: |
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alway good to say its impossible if u cant find a solution _________________
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Plutonic Site Admin
Joined: 03 Feb 2005 Posts: 882 Location: Bed
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Posted: Wed Dec 07, 2005 3:16 pm Post subject: |
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oooooooooooooooooooh i see what you mean...
I honestly didn't get what you meant..
What I don't quite get is why you would WANT a pallette that big.
16m is 24bit colour... there is no need for a pallette as you have all available colours.
8 Bit is the classic 256 pallette which leaves only 16bit.
16bit allows for 65k colours but is not an indexed palette.
If you are using it for a game or something you could always create the format yourself. If you are looking to display it on the web or something I dont think so. If it does exist there doesn't appear to be a common format that supports it but... why do you want it?
With 16bits per pixel RGB most images look good enough, indexing an image might provide better quality but if you need that much quality why not just spend the extra 8bits are go for full 24bit? _________________
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Solar
Joined: 04 Feb 2005 Posts: 549
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Posted: Wed Dec 07, 2005 3:37 pm Post subject: |
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The palette only has 256 entries because the image itself has a single byte per pixel which references into it.
If you increase the palettes size (eg: to 16k colours) then you would need to increase the byte size of each pixel.
Higher colour depths have the RGB colours stored within the image (ie: not in a palette).
A 16 million colour image has 3 bytes per pixel, one each for Red, Green & Blue.
A 65 thousand colour image has the 3 colours encoded within a 16 bit integer.
So, increasing the palette size is not something that would be that useful. I need to alter the image data so that the program will get the colours from the image rather than indirectly from a palette.
im trying to totaly customize wwp GUI, but the game is reading the colours direct from the palette because its using a 256 colour images
i need to physicaly edit the game code to enable it to read palettes from high colour .bmp's, so im pretty much shit outa luck |
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Plutonic Site Admin
Joined: 03 Feb 2005 Posts: 882 Location: Bed
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Posted: Wed Dec 07, 2005 5:01 pm Post subject: |
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ah, well no i dont think you could do that anyway. The game will be set up to read 256 colour. Even if you did find a way of saving it otherwise the code would have to be edited for the game to know otherwise. Best you will get is hoping that a good amount of dithering will be enough to make the images look good _________________
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Solar
Joined: 04 Feb 2005 Posts: 549
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Posted: Wed Dec 07, 2005 5:21 pm Post subject: |
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in theory its just a matter of finding the code that deals with palettes and deleting as its oviously set to force the use of the palette
games up im affraid |
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