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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - Can't edit extracted graphics | | | |
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The Great Guy Octoballoon Level: 22 Posts: 2/170 EXP: 53084 For next: 5266 Since: 04-08-04 Since last post: 130 days Last activity: 73 days |
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I extracted Gfx from super mario world but no Gfx editor program I tried edits the .bin files that are exported. How do you edit those?(sorry if it's a stupid question). | |||
Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 90/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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Make sure that the tile editor can view SNES graphics. If so, change into SNES view. | |||
FreeDOS Lava Lotus Wannabe-Mod :< Level: 59 Posts: 323/1657 EXP: 1648646 For next: 24482 Since: 03-15-04 From: Seattle Since last post: 6 hours Last activity: 4 hours |
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Tile Layer Pro is what you need. It's on Zophar. | |||
The Great Guy Octoballoon Level: 22 Posts: 3/170 EXP: 53084 For next: 5266 Since: 04-08-04 Since last post: 130 days Last activity: 73 days |
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I have Tile layer pro (It was the first one I tried) but the .bin files appear as weird green shapes and changing into either snes mode it says "Scrollbar property out of range".What am I doing wrong? | |||
Alastor the Stylish Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco. Level: 114 Posts: 362/7620 EXP: 16258468 For next: 51099 Since: 03-15-04 From: Oregon, US Since last post: 2 hours Last activity: 2 hours |
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Here's a hint: Tile Layer Pro sucks. What you need to use is Lunar Magic's built in 8x8 editor. |
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FreeDOS Lava Lotus Wannabe-Mod :< Level: 59 Posts: 327/1657 EXP: 1648646 For next: 24482 Since: 03-15-04 From: Seattle Since last post: 6 hours Last activity: 4 hours |
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TLP should automatically detect the type... rotate the palete and see if you see any recognisable shapes. If that fails, set the mode to SNES 4bpp |
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Surlent サーレント Level: 49 Posts: 160/1077 EXP: 863920 For next: 19963 Since: 03-15-04 From: Tower of Lezard Valeth Since last post: 16 hours Last activity: 1 hour |
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If you extracted all the GFX in many chunks (if the setting in "Options" -> "Use Joined GFX" is UNchecked), you will get many smaller files. To fix the "Scollbar out of property" error, you need to resize the window: Open a .bin file, resize it vertically as small as possible, THEN switch format. Alternatively you simply could check the "Use Joined GFX" option to get all normal GFX dumped in one big file AllGFX bin, so you won't need to search all small files for a specific tile Edit: Fixed two nasty mistakes. (edited by Gandalf The Grey on 04-07-04 04:25 PM) (edited by Gandalf The Grey on 04-07-04 04:26 PM) |
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The Great Guy Octoballoon Level: 22 Posts: 5/170 EXP: 53084 For next: 5266 Since: 04-08-04 Since last post: 130 days Last activity: 73 days |
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Thanks everybuddy! I can finally get it to work now. | |||
Atma X Bandit Level: 43 Posts: 96/801 EXP: 553639 For next: 11407 Since: 03-16-04 From: Derrière vous!!! Since last post: 43 days Last activity: 14 days |
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Kyouji "Kagami" Craw: No offense, but LM's 8x8 Editor is only good if you enjoy drawing your Gfx pixel by pixel. I used to do it this way a long time ago (before I knew that Tile Layer Pro could import Bitmaps in the correct color format), it took me about a week to insert a complex Background and Ground gfx. With Tile Layer Pro, it only takes me a couple hours or less (sometimes it can take a day or two, but that's only when I insert gfx that originally uses a lot more than 16 colors). I also use TilEd 2002, which doesn't require you to expand the .bin size to be able to edit it, and it supports more gfx modes than TLP. (edited by Atma X on 04-07-04 06:34 PM) |
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Alastor the Stylish Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco. Level: 114 Posts: 363/7620 EXP: 16258468 For next: 51099 Since: 03-15-04 From: Oregon, US Since last post: 2 hours Last activity: 2 hours |
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Hmmm? Yes, I suppose TLP's options may be nice, but they still can't compare to the ease of drawing by pixel that LM's has. Plus you can draw much more at once with LM's editor than TLP's. | |||
Imajin Buster Beetle Level: 34 Posts: 205/452 EXP: 234863 For next: 18788 Since: 03-15-04 From: Kingdom of Zeal Since last post: 39 days Last activity: 53 days |
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YY-CHR is the best tile editor.. Well, I think so... And drawing by pixel is a good thing, custom graphics are normally better than ripped ones | |||
HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 317/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Originally posted by Atma X Where's that option? I see an 'import bitmap' option on the menu, but in order to actually do it, I'd need to stretch the window so far horizontally it crashes. |
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Atma X Bandit Level: 43 Posts: 100/801 EXP: 553639 For next: 11407 Since: 03-16-04 From: Derrière vous!!! Since last post: 43 days Last activity: 14 days |
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Originally posted by Imajin Yes that's true, but even at that, it's still easier to make custom gfx or ripped gfx in Paint, Photoshop, etc. and then import it into TLP (In LM, you might accidently cover over another tile, and it's a little harder to draw in 8x8 tiles then it is in a large open space). HyperHacker: Your Bitmap must be 128x128 pixels or smaller to import, and the amount of pixels that the file is made up of must be divisible by 8. It also must be in 256 Color format. (you probably know that already). If the preview says "None" even if the pixel size is divisible by 8 (then it won't open), then you just need to change the size to something else that's divisible by 8. For example: It has never detected a 128x128 file as a proper Bitmap, but then when I change the size down to something like 128x112 it works. |
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Juggling Joker Boomerang Brother SMW Hacking Moderator Yeah, JAMH is still being worked on. Level: 48 Posts: 62/1033 EXP: 811447 For next: 12096 Since: 03-15-04 From: Wyoming Since last post: 2 days Last activity: 3 hours |
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There aren't many tools in Paint that YY-CHR doesn't also have. | |||
BMF98567 BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 111/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour |
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I think a lot of people are still scared to use YY-CHR because of that filesize-expanding problem a few versions back. The latest version works perfectly fine, as long as you don't draw/paste outside the boundaries of the original file (beyond tile 0x7F in a standard ExGFX file). |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 362/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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No, I just don't like it. |
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