You can use the animated colors in your static art but remember that if you ever set FPS to more than 0, those colors will become animated.
UPDATE: It seems I was wrong here. I had color_cycling set to 0 when I tested this.
So regardless of the FPS, the colors will be animated. This means we have to use two palettes - one for static FRMs without the animated colors and one for animated FRMs with all the colors. This is so that any non-animated FRMs don't get accidentally animated during mode conversion in Photoshop.
.Pixote. said:
EDIT - I just checked your animated colors and compared them to the colors describes at the Wikia site.
Something's not right with that palette. This is the one posted at Wikia (I believe it belongs to the FIFE team).
http://falloutmods.wikia.com/wiki/Color.pal
Look how the colors at index 1-3 are wrong. Also, the animated colors are off. TeamX's FRM2BMP also produced an erroneous palette when I converted an animated FRM
.Pixote. said:
Some didn't match exactly, so I fixed the color palette, and used the order and the exact colors indicated at the Wikia site.
Changing the index colors will affect the transition speed between the colors. (Eg. there's a slow fire and a fast fire cyclic animation)
I know my palette doesn't match the one at Wikia. But there's a catch

I acquired my palette from the Fallout 2 Mapper (it was there all this time, I feel so stupid) and I successfully converted an existing FRM from the game and back to the game. That's why I believe it is the correct one.
I'll test everything extensively this weekend so I could use your fixed palette to see if it's the right one or not. Could you post it?
The best test would be to compare original scenery items side by side inside the game with the same scenery converted from Index->RGB->Our palettes and see if the animation colors and speed are the same. They have to match 100% with the right palette. I'll post my results at Monday.
.Pixote. said:
The strange thing is they have 26 animated colors, but there was 27 empty tabs...so what is meant to be the last color...I made it the Fallout black (R-12.G-12.B-12).
In my (F2 Mapper) palette the last color was pure black. Because I'm now certain original developers used pure black as their transparent, we should set it to our blue/transparent.
.Pixote. said:
All I can do is see one frame of the animated colors on the animated object...is it possible to see all of the animated frames. See below. Looks like we need a new version of the Frame Animator.
I think that's no error. The idea with cyclic animated FRMs is that you have one frame and then the engine animates the colors for you. The animation depends mostly on your knowledge of the color cycle and cyclic color position inside the animation than anything else. Let's say you have 4 slow fire colors in your FRM. By using all four, you will get 4 different cycles:
slow fire 1 -> 2 -> 3 -> 4
slow fire 2 -> 3 -> 4 -> 1
slow fire 3 -> 4 -> 1 -> 2
slow fire 4 -> 1 -> 2 -> 3
They together will create the animation you want.
