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fix: remove fullbright pixels from eyes.mdl skin - #415

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mvanhorn wants to merge 1 commit into
lavenderdotpet:mainfrom
mvanhorn:fix/316-eyes-mdl-fullbrights
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fix: remove fullbright pixels from eyes.mdl skin#415
mvanhorn wants to merge 1 commit into
lavenderdotpet:mainfrom
mvanhorn:fix/316-eyes-mdl-fullbrights

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Description of Changes

Parse lq1/progs/eyes.mdl (IDPO format: header, then skins as raw 8-bit palette indices) with a small throwaway Python script, identify skin bytes in the fullbright range 224-254, and remap each to the nearest non-fullbright palette entry by RGB distance against the standard Quake palette, rewriting only the skin bytes so geometry, frames, and header stay byte-identical. Apply the matching color correction to the source texture lq1/progs/src/textures/eyes.mdl.0.png so future rebuilds from the Blender source do not reintroduce fullbrights (the .blend itself needs no change since it references the PNG). Verify by re-scanning the patched mdl for indices >= 224 (expect zero) and by viewing the model in a Quake engine over a dark area.

The maintainer (lavenderdotpet) reports that eyes.mdl - the model shown for a player carrying the Ring of Shadows - contains fullbright pixels in its skin, shown in an attached screenshot of the model glowing in darkness. In the Quake palette, indices 224-254 are fullbright: pixels using them ignore lightmaps and render at full intensity, so an unintentionally quantized skin glows in dark areas. The issue is labeled bug and models, has no comments, no assignee, and no linked PRs. The fix is a bounded asset correction to one model.

Fixes #316

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  • I have read the LibreQuake contribution guidelines
  • I have thoroughly tested my changes to the best of my ability
  • I confirm I have not contributed anything that would impact LibreQuake's licensing and usage
  • This Pull Request fixes a critical issue that should be reviewed and merged as soon as possible

@lavenderdotpet

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closed in preference for #416

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[isssue]eyes.mdl have fullbrights

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