icon problem

msmalik681

OpenBOR Developer
Staff member
when I use a remap/altmap on my enemies the icon uses its default colour is this normal ?
 
No, it shouldn't be. As is the case with many side scrolling beat em' ups, the original BOR did not remap icons at all. When icon remapping was added it WAS on by default, but this caused compatibility issues with older modules and often as not leads to palette difficulties with new ones; authors tend to forget about icons when setting up their palettes. For those reasons it has been fixed and made into an optional feature as was intended.

DC
 
How about different fix, how about checking if icon is using the same palette as character and if it is - using character remap, but if its using different palette than chracter spriutes then display its own palette.
 
It is hard to do so and in cost of loading time. Plus many sprites don't use full palette, which may cause unpredictable result.
Also under 8bit mode all palette can be identical in theory, no matter how you design your remap.
 
rafhot said:
put the 1  and you will be able to change palettes in icon

icon data/chars/ch2/icon.pcx  1

Hello!

I work in my mod under 8 bit mode and have problems with the icon remap palette.
I wanna know if ican use this feature.

This is my header character txt:
Code:
 name	AMAZON
health	100
speed	11
throw         2 3
type	enemy
risetime -100 -200
shadow	0
gfxshadow  1
blockodds  2
thold      24
aggression -40
bflash block
falldie 2
dust		dust

icon	data/chars/amazon/icon.gif

remap 	data/chars/amazon/idle.gif  data/chars/amazon/map2.gif

diesound  data/chars/kitana/death.wav
 
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