Color palette fun. Help

  • Thread starter Thread starter dmolina007
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dmolina007

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Okay so I have new sprites I have collected and would like to port them into my mod correctly. In the past I have ported sprites from different color palettes simply by taking one of my sprites and a simple copy and paste of the new sprites then saved to gif.

I have tried to open new palettes as layers but they would import messed the
%$&@ up.

Is there a tool out there that can take images and convert them to the new color palette in bulk rather than this super time consuming method that I am wasting my life doing.

Please share your tips.

Thank You
dmolina007
 
You can record actions and batch-execute them with Photoshop.

Of course the easiest method is to just forget all that palette crap and assign "palette none" to all entities. Since I started doing that, modding has been MUCH MUCH easier.
 
You have to put it in each character's (players, enemies, weapons, etc) txt file.

Example:

name Biker-K'
type enemy
subtype biker
rider shermie
itemmap 1
health 3
shadow 6
speed 13
nolife 1
palette none
load shermie


anim idle
loop 1
delay 10
offset 41 61
bbox 0 0 85 64
attack 48 22 37 40 2 1 0 0 0 0
frame data/chars/biker-k/biker.gif
offset 41 62
bbox 0 0 85 64
attack 48 22 37 40 2 1 0 0 0 0
frame data/chars/biker-k/biker2.gif
 
I tried the (palette none) just as you specified but I it unfortunately did not work. Still displays the player sprite colors all messed up.
 
Then those images must not be setup correctly.  If they have the background as index 0 they should show up fine with palette none set.

Also you know you don't have to make one global palette for every sprite in the mod?
Each character can have their own palette, you don't need to make a global one.

(If they are already indexed, but don't share the same palette.  You can pack them into a sheet, and save the palette from the sheet then apply it to all sprites with PalApply.)

Can you post one of your images? or the pack of sprites your working with.
 
Btw, one of my huge disadvantages are that I cannot import the pal.act color table because gimp mainly utilizes .gpl extentions for color palettes and fails to recognize the .act extention when trying to import the color palette.
 
Is your mod running in 16bit mode?

Sound like you are running in 8bit mode so it's using global palette, you don't need to do this.

These sprites you took from other mods, they already have palettes setup, you don't need to edit them.
 
No. Its running in 8 bit mode and when I edited the video.txt to display at 16bit everything fails to load.
I put in a lot of work thinking it was default at 16bit. I would love to do 16 or even 32bit if possible but I do not know how to get it all working without having to start from the beginning again.
 
You started with another mod as a base?

You probably just need to change some setting to suit 16bit mode. The remaps work differently in 16bit.

Remove all remap commands from the chars and try setting 16bit again.  or you can send me the mod if you like, just remove the music first.
 
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