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Importing images

 
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Xtrordinary




Joined: 20 Mar 2007
Posts: 5

PostPosted: Tue Mar 20, 2007 9:22 am    Post subject: Importing images Reply with quote

Hello everyone! I just made a pretty character in the program "GraphicsGale" and converted into an .bmp file. I then pasted it into the "Import" file and was about to import it.

Although its NOT working. The file is just gray and unclickable when I try to open it.

Any ideas?
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Tue Mar 20, 2007 9:27 am    Post subject: Re: Importing images Reply with quote

Xtrordinary wrote:
Hello everyone! I just made a pretty character in the program "GraphicsGale" and converted into an .bmp file. I then pasted it into the "Import" file and was about to import it.

Although its NOT working. The file is just gray and unclickable when I try to open it.

Any ideas?

Firstly, the image must be in 16-bit mode.
You can accomplish this by indexing the image to 16 colors.

You may also want to make sure that the image size matches that of the sprite type that you wish to use:


    Heroes.........32x40
    Walkabout......20x20
    Small Enemies..34x34
    Large Enemies..50x50
    Huge Enemies...80x80
    Attacks........50x50
    Weapons........24x24

Also, you may or may not want to check out a section of the wiki that discusses importing graphics: 'Importing_BMP_graphics'
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Tue Mar 20, 2007 10:32 am    Post subject: Re: Importing images Reply with quote

TwinHamster wrote:

Firstly, the image must be in 16-bit mode.
You can accomplish this by indexing the image to 16 colors.


That's 4-bit. 4-bit is 16-colors.

16-bit is 65535 colors.
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Tue Mar 20, 2007 1:26 pm    Post subject: Re: Importing images Reply with quote

James Paige wrote:
TwinHamster wrote:

Firstly, the image must be in 16-bit mode.
You can accomplish this by indexing the image to 16 colors.


That's 4-bit. 4-bit is 16-colors.

16-bit is 65535 colors.

Whoop! :p
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Battleblaze
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Joined: 19 Dec 2003
Posts: 782
Location: IndY OHR

PostPosted: Tue Mar 20, 2007 2:27 pm    Post subject: Reply with quote

Welcome to CastleParadox and our band of Merrymen (plus Spar&Lucier on occasion) by the way X.
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"Aeth calls PHC an anti-semite; PHC blames anti-semitism"
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Ysoft_Entertainment
VB Programmer




Joined: 23 Sep 2003
Posts: 810
Location: Wherever There is a good game.

PostPosted: Tue Mar 20, 2007 2:53 pm    Post subject: Reply with quote

Battleblaze wrote:
Welcome to CastleParadox and our band of Merrymen (plus Spar&Lucier on occasion) by the way X.

you know that this has nothing to do with the topic at hand.

Anyway, depending on the size of the image, you need to make sure that it matches one of the sizes of the sprites. You can also use my program(located in my sig) to import your graphics into the rpg file. The downside to this is that the program doesn't import the palette, so you have to edit the palette inside custom.exe

One more thing, I think that if you import the graphics using ohrgfx, they would automatically be placed into correct category based on the size of the sprite. Example: graphic size 80x80, it will go into big enemy category, if its 150x50, it will go into attacks category, etc.

The sizes were mentioned in the above posts.

Also if your image is backdrop or tileset, it has to be 320x200 and 24-bit color(although I think now its possible to import 8-bit into the backdrop or tileset).

Also, this post should be in general forum.
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OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals.
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Battleblaze
Warrior Thread Monk




Joined: 19 Dec 2003
Posts: 782
Location: IndY OHR

PostPosted: Tue Mar 20, 2007 6:27 pm    Post subject: Reply with quote

its a tecnical question...why not be in game design? pixel dimensions are part of design no?

And secondly, it may be off topic to grret a new member. But its also polite. Neutral suprised I was the one that had to welcome X...

Um yeah Oookay... OHRGRFX is the best program for graphics extraction. Make sure you keep the files the right dimensions. One of the easiest ways many OHR artist find is to just to the linework in an external program then color it within CUSTOM.EXE so you can dodge import problems.

Happy
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"Aeth calls PHC an anti-semite; PHC blames anti-semitism"
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Xtrordinary




Joined: 20 Mar 2007
Posts: 5

PostPosted: Wed Mar 21, 2007 12:44 am    Post subject: Reply with quote

Ah yes it worked Happy.

Although I am having a minor coloring issue. When it says "Choose background color" I always take the black parts since well... If I choose white everything gets reversed (Colorwise that is) but now I cant see the black borders Ive painted. Is there any way to solve this?
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Uncommon
His legend will never die




Joined: 10 Mar 2003
Posts: 2503

PostPosted: Wed Mar 21, 2007 1:40 am    Post subject: Reply with quote

Put a different color on the background, just fill the whole thing with something you're not using elsewhere. This one will go away when imported, but your outline will remain (even if you can't see it in the editor against all the black).
This brings up an interesting point, though. Will we ever be able to choose our own transparency color in the graphics editor outside of editting the master palette? I think it'd make pixelling a lot easier.
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Xtrordinary




Joined: 20 Mar 2007
Posts: 5

PostPosted: Wed Mar 21, 2007 1:53 am    Post subject: Reply with quote

Okey. I changed the background to a dark brownish theme that I currently dont use in my character.

Now Ive tried picking brown to be background color, yet it does not work. Sigh Sad....

EDIT:

Nvm Happy. I figured it out. Thanks for all the help!
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Xtrordinary




Joined: 20 Mar 2007
Posts: 5

PostPosted: Wed Mar 21, 2007 3:43 am    Post subject: Reply with quote

Ive just encountered yet another problem. When I tried to import my new Hero (That is a completely different character, not another pose of my older hero) and he got her palette. So I tried to change palette and bla bla. 50 tries later Ive realized that there is no way to make it work. So is it impossible to have different color scheme for two different characters in a game? Or is it possible to just copy the new hero into another saving file?
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Camdog




Joined: 08 Aug 2003
Posts: 606

PostPosted: Wed Mar 21, 2007 5:07 am    Post subject: Reply with quote

You tried to change the palette and bla bla bla what? That should work. Perhaps you're referring to the fact that Custom shows the list of heros all with the same pallette? This is not how they appear in game. Every hero can have their own pallette assigned to them in the Edit Hero Stats menu.
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Xtrordinary




Joined: 20 Mar 2007
Posts: 5

PostPosted: Wed Mar 21, 2007 5:24 am    Post subject: Reply with quote

Camdog wrote:
You tried to change the palette and bla bla bla what? That should work. Perhaps you're referring to the fact that Custom shows the list of heros all with the same pallette? This is not how they appear in game. Every hero can have their own pallette assigned to them in the Edit Hero Stats menu.


Oh? Well okey. Is there any way too see how they will look in the game? Happy
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Uncommon
His legend will never die




Joined: 10 Mar 2003
Posts: 2503

PostPosted: Wed Mar 21, 2007 7:31 am    Post subject: Reply with quote

You can change the palette your looking at in the image editting screens with the [ and ] keys.
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Wed Mar 21, 2007 7:41 am    Post subject: Reply with quote

Uncommon wrote:
...
This brings up an interesting point, though. Will we ever be able to choose our own transparency color in the graphics editor outside of editting the master palette? I think it'd make pixelling a lot easier.


Already supported in the 'WIP' nightlies You can change color zero of any 16 color palette to be anything you want, and it will still be transparent outside the editor.

Xtrordinary wrote:
Ive just encountered yet another problem. When I tried to import my new Hero (That is a completely different character, not another pose of my older hero) and he got her palette. So I tried to change palette and bla bla. 50 tries later Ive realized that there is no way to make it work. So is it impossible to have different color scheme for two different characters in a game? Or is it possible to just copy the new hero into another saving file?


Common confusion. You can only view graphics in the sprite editor with one palette at a time. That does not mean your other palettes are gone. The palette that matters is the one you choose in the hero editor (or enemy editor, or attack editor, etc.) The palette you use in the sprite editor is not really important.

This will be made much less confusing in the next update. Each sprite set will remember a default palette.
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