No, calactyte wants to figure it out.
I have a color correction map, linked to the diffuse color, making the yellow turn blue in 3ds.Max.
To make a render that doesn't work with the palettes, all you need to do is turn off the color correction.
Open the Material Editor and find the "vest" Shader
Follow the Diffuse color slot's link to the Composite Map #68
Follow the link from there to the color correction Map #309
Open that color correction map, and change the "Hue Shift" value from 180 to 0
That's all, now render.
Hue Shift = 180 make the vest turn blue, and it's what I'm using for masking.
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To make a normal sprite, render as blue. Add the masking palette to the render in Photoshop.
The palettes are the .act files in Scorpion.zip
[Recording a Photoshop action for this, let's you convert every render to a sprite with one click]
Step 1 = Render from max, save as .png with a transparent background.
.png
RGB 24bit
Alpha channel = on
Interlaced = off
Note: Max's background color needs to be Black or you'll get an outline on the character, when converting to a sprite.
Step 2 = Open the render in Photoshop, and convert the image to indexed color, 256, none forced, transparency on.
Step 3 = Change the color swatch to the masking pink, # f600ff
Step 4 = convert the image back to RGB
Step 5 = Fill in the background with Pink color # f600ff
Step 6 = Convert the image to indexed color, this time choosing custom palette. Load the masking palette and apply it.
Step 7 = Image > Mode > Color Table
Load the yellow palette now, and apply it.
That's it, now the sprite is done, save it as .pcx