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24-bit BMP Tileset

 
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gogged
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PostPosted: Mon Jun 21, 2004 9:00 pm    Post subject: 24-bit BMP Tileset Reply to topic Reply with quote

i made a good tileset in 24-bit BMP format. but now i just realized that i need 256 color. when i convert it... it looks like crap. how do i get around this? someone told me to come here for help.

i did a search and looked around the forum for awile. sorry if this is a common questions.
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CypherJF
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PostPosted: Mon Jun 21, 2004 9:50 pm    Post subject: Reply to topic Reply with quote

I'm not good with image solutions such as that, but I don't think there is much you can do. Most players run at 8bit color anyways...
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D1st0rt
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PostPosted: Mon Jun 21, 2004 10:23 pm    Post subject: Reply to topic Reply with quote

If you have imaging software, try exporting it to a gif, because you usually get some palette options
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wEaViL
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PostPosted: Mon Jun 21, 2004 10:42 pm    Post subject: Reply to topic Reply with quote

In photoshop saving in gif format will give you the choice's like D1st0rt is talking about.
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Mr Ekted
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PostPosted: Mon Jun 21, 2004 10:48 pm    Post subject: Reply to topic Reply with quote

In photoshop, you can change the image to "indexed". It will prompt you for stuff including a palette. You MUST select the SS palette, and not the photoshop defaults. Photoshop will match the closest colors to the SS palette, and can even dither in gradations to smooth out changes from one palette color to the next closest. If you don't do this, as you have seen, you will usually get ugliness.
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SuSE
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PostPosted: Tue Jun 22, 2004 1:49 am    Post subject: Reply to topic Reply with quote

dithering is usually helpful
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Phyran
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PostPosted: Tue Jun 22, 2004 11:56 am    Post subject: Reply to topic Reply with quote

ill go with mr.ekted's method
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PostPosted: Tue Jun 22, 2004 1:55 pm    Post subject: Reply to topic Reply with quote

Or you can just take a screenshot, then paste it into a file that has the right color scheme thing, thats what i did to get around my gif color losses.
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gogged
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PostPosted: Tue Jun 22, 2004 9:12 pm    Post subject: Reply to topic Reply with quote

ok, i did the indexed thing..

it looks great. but when i import it into SSME it flips some of the tiles around. and i cant have that.

how do i fix this?
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SuSE
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PostPosted: Wed Jun 23, 2004 1:49 am    Post subject: Reply to topic Reply with quote

flips?
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CypherJF
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PostPosted: Wed Jun 23, 2004 5:47 am    Post subject: Reply to topic Reply with quote

beats me... :/
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Picano2.0
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PostPosted: Wed Jun 23, 2004 11:57 am    Post subject: Reply to topic Reply with quote

Hmmm.... so basically its like parts of your tileset have been rotated around eh?

Instead of <1 2 3 4 5 6 7 8 9 10>
it appears as <9.5 10... 1.. 2... 3... 4... 5... 6.. 7.. 8.5>?

This happenned to me quite a few times when i made my warp2 tileset.... apparently I made it too colorful and had to "color exchange" some things out thne redo that index thing....
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Mr Ekted
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PostPosted: Wed Jun 23, 2004 12:30 pm    Post subject: Reply to topic Reply with quote

Attach it here. Let's see if the BMP is bad.
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Phyran
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PostPosted: Wed Jun 23, 2004 1:28 pm    Post subject: Reply to topic Reply with quote

SSME has a bug that tilts the tiles a bit to the left

use CLE to see the tiles correctly (u can still place the tiles in SSME; it'll be fine in-game)
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gogged
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PostPosted: Wed Jun 23, 2004 7:00 pm    Post subject: Reply to topic Reply with quote

CLE?
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SuSE
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PostPosted: Wed Jun 23, 2004 10:37 pm    Post subject: Reply to topic Reply with quote

http://ssdownloads.com/index.php?act=download&fid=171

mostly-useless program
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Phyran
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PostPosted: Thu Jun 24, 2004 8:56 pm    Post subject: Reply to topic Reply with quote

yea CLE is a pointless editor but at least u can see the tiles correctly
try reconverting the tileset =\, sometimes it helps set it right
i think the problem is the borderline tile or as picano stated "too colorful"
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SuSE
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PostPosted: Thu Jun 24, 2004 10:40 pm    Post subject: Reply to topic Reply with quote

SSME reads tilesets fine, just use the proper type

CLE does have the fill tool - though I haven't mapped in so long sa_tongue.gif
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Phyran
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PostPosted: Fri Jun 25, 2004 10:57 am    Post subject: Reply to topic Reply with quote

SuSE wrote:
SSME reads tilesets fine, just use the proper type

CLE does have the fill tool - though I haven't mapped in so long sa_tongue.gif


SSME doesnt >( (not with photoshop indexed stuff in my exp. )

fill tool == lots of lag
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