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import tileset into SSME - tileset is inverted

 
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Jason
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PostPosted: Sat Jul 03, 2004 6:23 pm    Post subject: import tileset into SSME - tileset is inverted Reply to topic Reply with quote

I've made a very simple tileset. However, when I import it into SSME, it's inverted horizontally. I've attached my bmp so you can take a look at it. I downloaded the SS palette and used it in Photoshop when converting. I'm not sure what could be wrong. :/



freezetag_tileset.bmp - 47.88 KB
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Jason
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PostPosted: Sat Jul 03, 2004 6:25 pm    Post subject: Reply to topic Reply with quote

I suppose the tileset isn't exactly "inverted" so here's a screenshot of what I'm talking about.



This is screwy!

tileset_inverted.gif - 16.87 KB
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Mr Ekted
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PostPosted: Sat Jul 03, 2004 6:42 pm    Post subject: Reply to topic Reply with quote

This file does not have a complete palette (83 entries). Although it is a valid BMP, SSME expects all 256 palette entries. So it starts reading the pixel data (256-83) * 4 = 692 bytes after the pixel data actually starts.

Shame on ljc.
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Jason
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PostPosted: Sat Jul 03, 2004 7:20 pm    Post subject: Reply to topic Reply with quote

Ah, thanks a bunch Ekted! I've got it working now. :]
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PostPosted: Sun Jul 04, 2004 6:40 pm    Post subject: Reply to topic Reply with quote

Do SS and ctm support partial palettes? Could reduce a lot of size from an uncompressed .lvl.
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Mr Ekted
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PostPosted: Sun Jul 04, 2004 7:45 pm    Post subject: Reply to topic Reply with quote

The palette is 256 RGBQUAD entries, which is only 1024 bytes. No big deal.
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Smong
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PostPosted: Fri Jul 09, 2004 10:15 am    Post subject: Reply to topic Reply with quote

Ah, it's the bitmap data that makes up the rest of the 49k.
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PostPosted: Fri Jul 09, 2004 3:57 pm    Post subject: Reply to topic Reply with quote

Actually, if you want to, you can shrink every map by removing the bitmap section. Of course, then you'd use the default tiles.
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