**** PLANESCAPE TORMENT ****
Planescape Torment uses a different colour mapping system than Baldur's Gate. It more closely resembles the PLT way of doing things in that there are no anti-aliasing colours in favour of more shades per gradient.
The paletted animations of Planescape Torment are all found in the D series. The C series is entirely pre-rendered. Unlike
BG paletted animations, they may be partially paletted (that is, part is a selectable colour while the rest is pre-rendered).
The Planescape palette is divided into eight blocks with 32 colours each. Each of these blocks may be used for a selectable gradient or fixed colours. A block always must start at a clean 32 colour interval, so colours are often left blank in between.
The first 32 colours may not be used as a gradient.
Setting the colours is a two step process in
PST:
First you set the colours you wish to use. You can set up to seven different colours per animation.
Now you assign a colour placement to each of the colours you set: This determines which part of the palette will be replaced by the selected colour. The placement setting is also a control for special effects (pulsing, etc.).
This means there are seven placement possibilities, though one is unused.
As such the distinctions aren't as clear as with the Baldur's Gate series but there is a general colour scheme as follows:
TEAL 1 - Metal accessory*
BLUE - Major clothing colour
TEAL 2 - Minor clothing colour
RED - Hair & fur, leather**
PINK - Tertiary clothing colour*** (rarely used)
YELLOW - Skin
* e.g. Annah's dagger, Metal on hammer, Dakkon's Blade, Armour parts
** These share the same gradient, but have different placements.
*** Shares placement with leather
Teal 1 and Teal 2 are different in that Teal 1 is not a clear teal gradient while Teal 2 is. In comparison to Teal 2 (0,255,255 -> 0,75,75) it contains some red (75,255,255 -> 0,63,63).