Using SkyPaint to Create
Quake II Environments
Note: The following instructions should work for any Quake II-based game (e.g. Hexen). The only thing you need to do differently when using these instructions for a different game is to get the official 8-bit palette for that game before converting the images to 8-bit (if the game supports 8-bit display modes) .
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Getting Started
All you need to get started is:
My First Quake II Environment Map
Ok, now we're going to step through making an environment using SkyPaint. Let's start by creating the 24-bit Targa version of the environment:
1. Start SkyPaint (e.g., Start->Programs->SkyPaint->SkyPaint Panorama Editor).
See that ... amazing ... you already have a scene painted. Well, ok,
that's the default bitmap that came with SkyPaint. Let's go ahead and
use that to get started.
2. Click File->Resize Panorama... and make sure the size is set to 256x256.
SkyPaint lets you set the resolution of your saved images. The standard
for Quake II is 256x256. However you may make them larger or smaller as
you see fit. Beware of making them too big--people with 3D accelerator
cards may run out of texture memory! In general, assume only 2MB total
of texture memory.
3. Click File->Save As:
Note: SkyPaint actually saves six image files named: spup.tga, spdn.tga, splt.tga, sprt.tga, spft.tga, spbk.tga
Not Quite Done (8-bit PCX version)
Ok, we've made the six 24-bit Targa versions of an environment. We still need to make the 8-bit PCX versions of the bitmaps using the Quake II palette. The 24-bit versions are only used by people with hardware accelerators, so the 8-bit versions are definitely just as important.
It's important that your program be able to read Targa (.tga) files,
be able to convert a 24-bit image to an 8-bit image using a specific palette,
and also be able to write 8-bit PCX (.pcx) files. If not, download Paint
Shop Pro.
In the middle of one of your images you may see a watermark. If so, this
is because you have not licensed SkyPaint yet. It will not appear in the
licensed version.
This may sound like a vague step. Heck, it IS. The problem is that each paint program does this in a different way. SkyPaint installs the necessary palette files in the "\quake2" directory (e.g. C:\Program Files\SkyPaint\quake2):
| File | Description |
| q2pal.act | 8-bit Quake II palette in Photoshop's .ACT format |
| q2pal.pal | 8-bit Quake II palette in Paint Shop Pro's .PAL format (different than the Microsoft .PAL format) |
| q2pal.gif | 8-bit .GIF image of the Quake II palette |
If you are not able to use one of the first two palette files (.act or .pal), you need to figure out how to make your paint program use the palette contained in the GIF file q2pal.gif.
Tip: In Photoshop, click Image->Mode->Indexed Color ... ,, set palette type to: "custom", then load the q2pal.act file where prompted.)
Tip: In Paint Shop Pro, when saving as PCX, make sure to choose "sub type:" version 5 (256 colors).
"*cough* Those are UGLY in 8-bit!"
This brings up a good point about creating things for Quake II ... beware
of the limitations of the palette! Yep, we created some really ugly images
because the default image that comes with SkyPaint has a lot of light blues
and greens. You can help this a little bit if you dither the images when
you convert them, but nothing can replace the value of creating maps that
are targeted for your palette to begin with.
Save them in the same folder as the 24-bit Targa files (e.g., C:\games\Quake2\SkyPaint\env).
Previewing Your Work
Ok, you've created the new environment bitmaps, now it's time to test them. Normally you would need to create a new Quake II map to see your work, but for now just copy the empty map that is installed in SkyPaint's "\quake2" folder into your Quake II folder (e.g., copy "C:\Program Files\SkyPaint\quake2\empty.bsp" to "C:\games\QuakeII\SkyPaint\maps\empty.bsp".
Start Quake II with the following command (from the Quake II folder):
quake2.exe +set game SkyPaint +map empty
When the empty.bsp map is loaded, you will see a very funky screen display caused by Quake II not bothering to clear the screen before redrawing. To test your sky, press the '~' key to bring up the Quake console, and type:
sky sp
Type '~' to remove the console, and you should see the SkyPaint sky.
Using this in the Real World
Ok, this gave you the basics on using SkyPaint with Quake II. Some things to be aware of when you get serious:
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