Where do I find the Hexen Palette?

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PaganRaven
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Where do I find the Hexen Palette?

Post by PaganRaven »

It's really weird. I downloaded XWE so I can import a colorchanged monster sprite without the pallette issue, but it included just about every pallette in the world except hexen and heretic. I looked in my deepsea folder and didn't find them. I kiss the feet of the superior mods as I am a lowly n00b *kneels*, please, please tell me where I can find the hexen pallette.

Oh, this is the guy I wanna use. I did him myself:

Image
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Enjay
 
 
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Post by Enjay »

You know when you open Hexen.wad - well, just select the PLAYPAL lump then go to the palette menu and pick "use current".
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PaganRaven
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Post by PaganRaven »

HOLY COW thanks! It works! This is gonna be so awesome! *wets himself*

What would I ever do without these forums full of smart people?
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jallamann
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Post by jallamann »

Use the wiki or the interweb?
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Enjay
 
 
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Post by Enjay »

That should work with any supported game where XWE can understand the palette lump (not just Doom engine based games BTW).
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Caligari87
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Post by Caligari87 »

I remember I was kinda like this when I first came here. Everything was amazing. It's funny to look back and realize how far you've come sometimes.

@PaganRaven: That's a cool-looking monster you've got there. I hope to see that in a project soon. Also, I bid you a late welcome and hope your stay is comfortable. Like Jalla said, the Wiki is your friend.

8-)
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PaganRaven
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Post by PaganRaven »

AHHHH! HELP ME! My yakotaur turned into an ugly pile of diarrhea!

http://rapidshare.de/files/6416566/TESTPOLK.WAD.html

Can someone plz tell me why it looks perfect when looking at the wad and why it's ugly when actually playing it? It took me about 2 hours to make him... oh, and how do I replace the Maulotaur's old attacks with new ones? (you might notice he's not the parent yet)
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Caligari87
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Post by Caligari87 »

Oops. I just read your first post again.
PaganRaven wrote:I downloaded XWE so I can import a colorchanged monster sprite without the pallette issue
Yes, you are able to import the graphics without the palette issue, but Doom still only uses it's own palette. You'll have to refer to this thread and convert your actual graphics to use the Doom palette. Sorry, no way around this. Better get ready to re-tweak a lot of graphics.

8-)
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PaganRaven
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Post by PaganRaven »

I think the problemk might be that the Hexen/Doom 256 color palette doesn't contain some of the whites that are in him, cuz he looks normal when u look at the sprites in the editor. what do i do about that?
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Enjay
 
 
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Post by Enjay »

Hmmm, I wonder if this is a Zdoom or maybe a Hexen problem? I extracted your graphics and, from what I can tell, they use palette index 255, which in Hexen seems to be white. I know that certain palette index numbers have special functions in some of the Doom games, perhaps this is one of those instances. All the white areas get displayed in what looks like black or something pretty close to it (I don't actually see a pure black in the palette, but I may have just missed it). One solution would be to replace all your 255,255,255 white areas with the next nearest colour. I think that is palette index 32 which is 230,230,230 but it's perhaps a little duller than you want.

Out of interest, I tried your WAD in GZDoom (which is obviously an entirely different rendering system), and it seems to display as you want it.
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PaganRaven
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Post by PaganRaven »

Wow. That's totally weird. Not only does GZdoom obviously let you use more DECORATE flags, but it has more flexible graphic capability as well. I'm pretty new here (about a week) so is GZdoom make ZDoom obsolete, or are there important differences I don't know about?

Okay, now how do I make him do that bull charge thing without making minotaur the parent? cuz you know when minotaur is the parent it uses his old sprites which is the brown cow and stuff.
Can I make more than one missile state in the DECORATE?
OR does it understand the ACS code Random(X,X) and I can make up some integer to make it choose from several attacks in a single state?
Does typing #include Common.acs let me do this?
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Caligari87
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Post by Caligari87 »

You can't use #include in DECORATE. It's not needed.

GZDoom is pretty much an enhanced rendering engine for ZDoom. It's not meant as a total replacement, at least not yet. It's still unofficial, so I'd use stock ZDoom whenever possible, unless you want to design your WAD exactly for GZDoom, which I wouldn't because a lot of stuff is due to change in the next little while.

I'm not sure about the minotaur behavior, but you should be able to add the proper code pointers for the charge in your own missile states. Barring that, just use A_SkullAttack. Probably more limiting, but it's a charge type attack.

8-)
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Post by HobbsTiger1 »

even if you could use #include in DECORATE, it would be zcommon.acs not common.acs
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PaganRaven
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Post by PaganRaven »

I gave him 2 missile statements. One where he shoots a blast of ice and one where he charges. I tested it with the Ice blast and it worked. But when I added the charge all he ever does is charge, no ice attack.
EDIT: Then I switched the order of the statements and all he did was the ice attack! How do I get him to choose something at random?
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Caligari87
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Post by Caligari87 »

Two missile states? I don't think you can do that...

If you just added the two attacks in the same state, however, check your durations, and use A_Jump to get to one of the attacks.

Or better yet, post your code and someone will show you.

8-)
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