Palette
The engine is built around a palette of 256 colors. Custom palettes are supported. The images should have a 1x256 pixel dimension.
You can import palettes from a lot of different image, palette or voxel volume formats (if supported).
Each color entry can get material properties.
The palette can usually be specified by the cvar palette
and can either be a full path to a png file or an identifier.
If you decide to use the identifier - e.g. nippon
the palette
cvar is set to this value and the engine will automatically search
all registered file system paths for a file named palette-nippon.png
.
There are several built-in palettes available that can also be used as an identifier.
built-in:commandandconquer
built-in:magicavoxel
built-in:minecraft
built-in:nippon
built-in:quake1
built-in:starmade
You can also download and import palettes from Lospec by specifying a palette like this:
lospec:paletteid
This would try to download a palette with the id paletteid
from lospec.com in the Gimp (gpl
) format and automatically imports it.
There are several color or palette related cvars available:
voxformat_createpalette
: Allows you to disable the palette creation and use the palette specified viapalette
cvarcore_colorreduction
: Allows you to specify a color reduction value when e.g. importing RGB(A) based voxel or mesh formats. Possible values are:Octree
,Wu
,MedianCut
,KMeans
,NeuQuant
.
You can find the detailed description and more cvars by using e.g. the voxconvert --help
parameter
Normals
Command & Conquer supports voxel normals. vengi-voxedit
got a few features to support this. Change the view mode to Command & Conquer to see a normal palette panel and to be able to render the normals for the voxels.
There is also a cvar called normalpalette
that is used to set the normal palette when importing from meshes.
There are several built-in palettes available that can also be used as an identifier.
built-in:redalert2
built-in:tiberiansun
You can also specify a filename to a support palette format to load it.