Hi. I recently started some serious texture work for static meshes for a custom
ut2004 map. Ive worked with max / maya but this is my first time diving into game
art.i was wondering what the purpose of palettising your colors for textures is all
about? Ive seen it done here and there on tutorials. Is it mainly a performance
issue with the size of your textures or a personal preference to get them to match
better? I havent been very conscientious about what colors im using thus far. Am i
in trouble or just worrying about nothing. Thanks for indulging a newb. hahah
Replies
now it's all about making the most of texture memory. i.e. the tradeoff between 1 24-bit texture, or 3-4 8-bit textures, especially for levels. there's a lot you can do with 8-bit images, depending on what you want the texture to have. :-)
as far as stressing over what colors include, there's no need, as most apps do a good job of palettizing images.
so if you do stuff for pc/mac dont worry about palettes. texture compression and so on exists and will take your 24 or 32 bit textures.
e.g quake2 which still had palettes will convert all textures to 24 bit or 32 bit (if with alpha) when running in opengl.
http://udn.epicgames.com/Two/TextureComparison
Also they have a confirmation of CrazyButcher's last comment, see the last sentence of that link.
You'll want to use DXT3 or DXT5 as much as possible with your textures, compressed textures let you load more/larger textures at once.