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Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
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Posted: Mon Sep 06, 2004 5:44 pm Post subject: importer feature demo is finally out! |
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ok, new feature allows you to import 16 color graphics from one file into another, in another release I am going to allow you to import the graphics directly from bmp that the extractor extracts.
well give me your opinion on this sucker.
one more thing, the you won't be able to import the graphics with palettes, for the reason that each rpg file may contain different master files. So you would have to go back to custom and modify the palettes.
here is a link, I uploaded the one without runtimes, the one with runtimes is the first demo of the program without the importer.
just copy the link, since geocities don't allow direct linking
http://www.geocities.com/yuriym3/files/OHRGFX.ZIP
also tell me if there are any bugs that you might find
edit:please redownload the program, if it doesn't work
the program should have made a temp dir inside the folder that it is located, but for testing I commented that code out, so it won't work, but I fixed it in time.
edit edit: reload again, I found 3 critical bugs, and fixed them all, so now everything should be fine. _________________ Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals. |
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Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
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Posted: Tue Sep 07, 2004 10:24 am Post subject: |
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yet another bug discovered and fixed, please redownload.
this bug prevented you to save strips, again, I was messing with the saving sub.
also made strips be saved in 4 bit color, now whats left is for me to be able to open the bmp, and make the importer import that bmp into rpg file, which of course is harder than I am currently thinking.
but by the end of this week(maybe even today) I will get it on.
than fen's idea would be made very simple(for those of you who don't know, please refer to the art forum)
again, I am not sure about the implementation of importing 16 color palettes into rpg. cause like I mentioned earlier, many rpgs may have different master palettes. _________________ Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals. |
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Fenrir-Lunaris WUT

Joined: 03 Feb 2003 Posts: 1747
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Posted: Sun Nov 21, 2004 12:46 pm Post subject: |
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This is just a checkup on your progress, but how is that BMP importer coming along? Did I miss it? |
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NeoTA Idiomatic Nomenclature

Joined: 15 Mar 2004 Posts: 165
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Posted: Sun Dec 05, 2004 6:07 am Post subject: |
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the logistics of mapping 16-color palettes from one file with one master palette to another file with a different palette.. straightforward. merely a matter of mapping every color
in the source master palette onto a color in the dest master palette using a 256-entry array.
(I did this for CHGPAL, and provided the source in the download)
however, knowing which need importation.. requires intimate knowledge of several other fileformats (attack,hero,enemy data, and NPC data for each map). scanning all the various data using 16-color sprites and acquiring a list of used ones..
Definitely doable, merely more involved.
I intend to implement it in my OHR library. Want to race?  |
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Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
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Posted: Sun Dec 12, 2004 4:47 pm Post subject: |
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this project is done, there is nothing else that I am planning on adding to this.
and besides, picking the colors in custom.exe isn't such a hard task.
am I wrong? _________________ Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals. |
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Setu_Firestorm Music Composer

Joined: 26 Mar 2003 Posts: 2566 Location: Holiday. FL
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