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References - Palettes

Palettes

Changing a palette affects the three different layers of a texture. These three layers are: Background, Foreground, and Minor Foreground.




Palette Value Description
0 Default. Access Switch/Card = blue.
1 All layers become blue. The usual choice to designate certain sprites as Multiplayer-only or DukeMatch-only.
2 All layers become red.
3 Null. Troopers will appear as default blue colour. The usual choice to neutralize parallaxed space textures.
4 All layers become solid black.
5 All red colours become brown.
6 All layers become night vision green.
7 All layers become yellowish-bronze.
8 All layers become light green.
9 Null. Troopers will appear as default blue colour.
10 Foreground becomes red.
11 Foreground becomes light green.
12 Foreground becomes light gray.
13 Foreground becomes dark gray.
14 Foreground becomes dark green.
15 Foreground becomes light brown.
16 Foreground becomes dark blue.
17 Foreground becomes green, Minor Foreground and Background become blue.
18 Foreground becomes light gray (same as 12).
19 Foreground becomes gray, Minor Foreground and Background become red.
20 Foreground becomes gray, Minor Foreground and Background become blue.
21 Foreground becomes red. Access Switch/Card = red. Assault trooper becomes captain. Bosses become mini-bosses.
22 Foreground becomes light green (same as 11).
23 Foreground becomes yellow. Access Switch/Card = yellow.
24 Apparently swaps bits of gray and red. Some objects look bloody, others change drastically.
25 Minor Foreground becomes red.
26* Invalid in Build. Visibility fog becomes white in Mapster32.
27* Invalid in Build. Visibility fog becomes red in Mapster32.
28* Invalid in Build. Visibility fog becomes green in Mapster32.
29* Invalid in Build. Visibility fog becomes blue in Mapster32.

*26+ are invalid values in Build. They are rainbowish and appear solid black from a distance.




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