I'm definitely not against the idea - the more the merrier, and the fact that it is identical to another format (with the exception of the bit shifting) means it's trivial to implement. Therefore there's plenty of scope for confusing end users into thinking the software is broken if it guesses wrong. But loading a Westwood palette using the full 8 bits results in a very dark palette, and loading RGB triplets using only 6 bits results in a completely wrong palette. The main issue is that this format is exactly the same as RGB triplets palettes also used by older games, so that if I had a Westwood palette and a triplets palette, you can't tell the difference. However, the 3 files ( jungle, snow and cursor) are very similar to each other (only a few subtle changes to each (unless of course I've read them incorrectly!)) so ideally I'd need something completely different and with a reference image I can compare with. I then adapted my existing RgbTriplets/AdobeColorTable codeto shift the bits of each byte as per the OpenRA class you linked and could successfully read those files, so there's no problem there. I downloaded the OpenRA setup and extracted that and found 3 pal files. ![]() I do have Red Alert 2 installed locally from Origin - plenty of mix files, but no palettes. However, ideally I need raw palette files - it's probably out of scope of our editor software to extract the palettes from mix files and I doubt I'd be adding support for that at this point in time. ![]() I do have a long list of formats to add to our palette editing software (the palette serialisation in this particular repository is a bit out of date and is another outstanding task for me to sort out). Thanks for the suggestion and thank you for taking the time to put together a list of helpful resources. This "feature request" matters a lot to me because supporting this palette filetype will let modders convert. That's why I ask you (if you agree, please say yes) to support Westwood. I got them from this ppmforums thread.Īnd here is how OpenRA supports this file format (OpenRA is an open-source RTS game engine coded in C#): You can download these palette files here: LKOccallpal.zip. They are a bucket of bytes that contain 6bit per channel brightness values which gets pushed directly to a block of memory on the graphics card. These palettes are standard vga palettes. PAL file format:Īccording to what one of the OpenRA developers told me:
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