Brown & Tan colors in Pure Overworld Palletes:
#1
Posted 27 October 2004 - 07:18 PM
Okay. You know how the three overworld Csets (2-4, Level Pallete 0, and other variations.) have a set of three brown colors in each of the Csets? Well, imagine if in one of those Csets, ... say.. the Cset where the grass turns white, I turn the brown colors into a fleshy tan, similar to that of light beach sand.
The good thing about this is that you can now have real sand which doesn't look like brown slated sand. I mean, it's another variation on cliffs you can use! O_O
... But, the primary negative point to this, is that for the white Cset, you'll have to layer the tops of trees onto them, because the rest of the trees will be white like this in that Cset, now that those (tree)brown colors will be lighter.
I should show you a screenshot soon. In the meantime, try to make the best with what I've given you. For a bit of imagery, try to imagine this. When you press the keypad + or - in ZQuest to change the combo page's Cset, you can imagine the cliffs, tree trunks, all turning much lighter, to that white sandy color.
So what do you think?
#2
Posted 28 October 2004 - 05:48 PM
Since it's so appropriate to the topic, I took a screenshot of the new Pure palette I've worked out. It works pretty well, I'd say.
Seeing as the "flower" colors served no purpose except to be bright, I took them out, leaving the whites (which are sometimes used for water tiles) and one of the blues (it's important to have one shade of blue in CSet 2 which matches the color of a standard water tile).
I used the extra space to add one shade of brown... but since it needed to be darker than the ones already there, I shifted the entire brown gradient one slot to the left. I had to recolor all of my tiles to do this, but once the bulk was done it worked quite nicely. Ripped tiles still work in the new CSets; they're just a bit darker unless you recolor them, and the rarely-used "flower" colors should be replaced with bright colors from the gradient furthest to the right.
Overall I find this palette gives me far more freedom than it does limitations. It's like halfway between Pure and Descendant for flexibility and ease-of-use.
P.S. -
I forgot to mention that I included CSet 5. Now, you can use this CSet for whatever you want, but by default in Pure it's used for the menu frames, plus a few of the "misc. colors" in the Quest -> Graphics menu. If you aren't using the default menus, all you need do is reassign the "misc. colors" which use colors from CSet 5, and create a CSet to use for your own menu frames. The reason mine resembles the overworld CSets is because I'm using a leafy menu frame with brown map outlines.
Edited by Radien, 28 October 2004 - 05:53 PM.
#3
Posted 28 October 2004 - 09:06 PM
#4
Posted 31 October 2004 - 05:30 PM
Here's what the colors represent:
OVERWORLD
1 transparency, 1 white (constant), 4 treetop greens (switches to grey or blue), 3 autumn auburns (switches to purple or burgundy), 4 browns (constant), 2 grass greens (constant), and 1 black (constant).
DUNGEON
1 transparency, 5 wall colors (in this case green), 3 greys (constant), 4 browns/yellows (constant), 2 torch colors, and 1 black (constant).
SPRITES
The uses vary, but here's a typical usage:
1 transparency, 1 white (constant), 1 yellow (constant), 3 primary color, 3 secondary color, 3 grey/fleshtones (semi-constant), 1 red (constant), 2 oddball colors, and 1 black (constant).
This layout is partially compatible with Pure; mostly the Overworld palette.
Edited by Radien, 31 October 2004 - 05:33 PM.
#5
Posted 01 November 2004 - 03:24 PM
.. Now... I had a few recommendations, but I pretty much answered them all myself through further thought. I'm not sure if you had the same thoughts though, but .. since you made them, I have only but to assume you had.
#6
Posted 01 November 2004 - 04:46 PM
You see the first palette I posted? Okay... drop the darkest brown and move the remaining browns one space to the right. Move both whites over one space, as well. Then fill in the empty spaces with "flower" colors. (Oh, and ignore CSet 5.) Then you have Pure.
In the second palette I posted, the browns are Pure-compatible when ripping, and the one black is the same, but everything else is shifted around a bit.
Recommendations? Oh, go ahead, I wanna hear 'em. I've been tossing about ideas for the past few days, but that doesn't mean I've considered every possibility.
Edited by Radien, 01 November 2004 - 04:49 PM.
#7
Posted 30 November 2004 - 10:57 PM
#8
Posted 30 November 2004 - 11:32 PM
Right now, I've finalized my dungeon and overworld palettes. My next concern is what I should do with the sprite palettes. They are in a semi-predictable layout, but they're not functional in the same way. And since CSets 7 through 11 in BS are very much the default in the ZC community, I may have to rethink it again.
Want a picture of the newest palette? How about yours, "CG?"
#9
Posted 30 November 2004 - 11:43 PM
#10
Posted 30 November 2004 - 11:48 PM
#11
Posted 01 December 2004 - 12:24 AM
Edit: Its not very compatible with anything, I am in the process of recoloring and reconfiguring all the tiles from Pure, Decendant and anything else I can get my hands on that look like it could be useful for the average ZC user. I also have not tried using it in any dungeons Palettes or anything other than main (I have also re-done most the Extra Sprite Palletes), as I have not gotten to recoloring the dungeon walls ect. However when I do, I dont foresee any problems.
Edited by ChaoticGood1, 01 December 2004 - 12:29 AM.
#12
Posted 01 December 2004 - 04:44 AM
Now, on to this picture I made... Phew! This took awhile, but I'm pretty sure I won't be changing anything on it for quite awhile.
Here's my palette layout, and a concise listing of which groups of colors work as a set, and what they are used for. The organization goes like this:
What do you think? It may be possible to organize your set this way, if you like it. The organization is what's important; what types of colors you put it in it is secondary.
#13
Posted 01 December 2004 - 12:33 PM
Otherwise, we're quite flabbergasted, I assure you.
#14
Posted 01 December 2004 - 04:25 PM
#15
Posted 01 December 2004 - 07:03 PM
What in the world would you use a sixth purple for? Yes, there are five shades of dungeon colors in the current palette... the last one is very dark, but it's not black.
CG:
Thank you. Yeah, it took quite awhile to figure this out... By the way, I should mention that this color layout WOULD be much more compatible with Pure, if it were not for some things which are hard-coded into ZQuest.
ZC assumes you've set color #1 in CSet 0 to white. It is used for various miscellaneous text. So if I wanted CSet 0 to fit the DoR standard -- and I do -- then I had to edge in on the space once used for primary colors.
White also had to be next to the browns, because in the dungeon palettes, I drop white and replace it with a 5th dungeon wall color.
Edited by Radien, 01 December 2004 - 10:20 PM.
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