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Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor New thread | New reply

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gridatttack
Posted on 06-17-14 09:14 PM Link | Quote | ID: 156838


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Yeah, I always unbind the driver from the lap. The thing is, I place the right lane on the exact center of the driver things. This is why I need to use the slider to center the second row.

Look here


The left lane cant be centered, and if I center that one, I cant move the right one, so yeah...

Though a display of the coordinates would be nice, and like we could increment it by one px for more accuracy

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Stifu
Posted on 06-17-14 09:26 PM Link | Quote | ID: 156840


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Oh, I see. I misunderstood. To position that properly, set precision to 1px, then click on the slider to focus it, then use your left and right keyboard arrows.

gridatttack
Posted on 06-17-14 09:28 PM Link | Quote | ID: 156841


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Posted by Stifu
Oh, I see. I misunderstood. To position that properly, set precision to 1px, then click on the slider to focus it, then use your left and right keyboard arrows.


Oooo wow I never knew that.

Thanks



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Stifu
Posted on 06-17-14 09:48 PM Link | Quote | ID: 156844


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Posted by gridatttack
Oooo wow I never knew that.

Thanks

No problem. This actually made me notice and fix yet another bug.
This fixes the slider behavior when trying to use the left / right keyboard arrows while the precision is not 1px.

gridatttack
Posted on 06-19-14 01:20 AM (rev. 5 of 06-19-14 05:19 AM) Link | Quote | ID: 156854


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I wonder, are there any of these functions that are not specifically visibly?
I found that you can add more AI elements by double clicking...

Also, Im trying to import a front BG. How do I make sure it gains transparency? Do I leave the PNG transparent, or it must use the blue hardcoded color used for transparency?

And I wonder, how accurate the editor is, when importing custom graphics? I have this tileset and this palette and I made sure they are the exact same one as the one in the image. IIRC its possible to use more than 4 colors per block right?

If so, when I import them, they import into the wrong color, even though the exact one is on the palette (perhaps the colors looks too much alike?) I wonder if its the same for importing BGs too.

A direct GFX editor would be nice since when I used the correct palettes, I could just draw the block with the correct colors (or fix them), though im sure thats asking too much :X

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Stifu
Posted on 06-19-14 06:27 AM Link | Quote | ID: 156855


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Posted by gridatttack
I wonder, are there any of these functions that are not specifically visibly?

The slider thing is more of a Windows (WinForms) specific behavior. I'm trying to stay away from hidden stuff, but not everything is intuitive.
For example, being abe to right click Match Race objects to change their type. I tried to explain stuff like that on the Overview page of the EE site.

Posted by gridatttack
I found that you can add more AI elements by double clicking...

Yes, I mentioned that in the NEWS.txt file at some point, and ended up adding the ability to add AI elements through a button, as some people naturally didn't know how to add AI elements.

Posted by gridatttack
Also, Im trying to import a front BG. How do I make sure it gains transparency? Do I leave the PNG transparent, or it must use the blue hardcoded color used for transparency?

You should not use actual transparency in the file. Basically, just check what gets exported, that's what you should reimport.

Posted by gridatttack
And I wonder, how accurate the editor is, when importing custom graphics?

It should be very accurate. There are no known bugs. However, for BG tilesets, make sure the expected color palette is currently used before importing the image.

Posted by gridatttack
I have this tileset and this palette and I made sure they are the exact same one as the one in the image. IIRC its possible to use more than 4 colors per block right?

If you're talking about a BG tileset, then it's only 4 colors per tile. For road tiles, it's 16 colors per tile.

Posted by gridatttack
If so, when I import them, they import into the wrong color, even though the exact one is on the palette (perhaps the colors looks too much alike?)

Just go for a simple test: export the tileset, then reimport it right away. Does it work properly (ie: is the tileset unaltered)? As I said before, there is some kind of tolerance system, EE will look for the closest available color for each pixel.

Posted by gridatttack
A direct GFX editor would be nice since when I used the correct palettes, I could just draw the block with the correct colors (or fix them), though im sure thats asking too much :X

This was considered at some point, but is just too much work. There are loads of graphics editors available, it'd be a shame not to simply use them and to go and reinvent the wheel.
Note that you have another option now: export graphics as raw binary files (these do not contain color data), so that you can edit them within a tile editor such as Tile Molester.

gridatttack
Posted on 06-19-14 08:06 AM (rev. 2 of 06-19-14 08:09 AM) Link | Quote | ID: 156856


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Posted by Stifu
Just go for a simple test: export the tileset, then reimport it right away. Does it work properly (ie: is the tileset unaltered)? As I said before, there is some kind of tolerance system, EE will look for the closest available color for each pixel.
Hmmm. What I mean is, that in the palette, I have the exact same colors preset before they got imported. When I imported them, it seems EE didnt recognize that the colors in the image are exactly of the ones already edited. I also tested when i changed the color mode to 8 bit when saving the PNG. In the things I posted, you see that the first water tile has 3 colors, and when I import them, they simplify into using 2 colors.
Posted by Stifu

This was considered at some point, but is just too much work. There are loads of graphics editors available, it'd be a shame not to simply use them and to go and reinvent the wheel.
Note that you have another option now: export graphics as raw binary files (these do not contain color data), so that you can edit them within a tile editor such as Tile Molester.


Oh. I see. Does YY-CHR falls in the same category?
Anyway, it mainly was a test. That tileset I tried to import was the GBA donut plains tileset, so I guess perhaps it was too complex.

Perhaps im better sticking to using simple GFX. Its just that using GBA graphics seems so tempting lol

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Stifu
Posted on 06-19-14 05:40 PM (rev. 3 of 06-19-14 06:09 PM) Link | Quote | ID: 156861


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Posted by gridatttack
Hmmm. What I mean is, that in the palette, I have the exact same colors preset before they got imported. When I imported them, it seems EE didnt recognize that the colors in the image are exactly of the ones already edited. I also tested when i changed the color mode to 8 bit when saving the PNG. In the things I posted, you see that the first water tile has 3 colors, and when I import them, they simplify into using 2 colors.

To easily see what you're doing, I'd also need your ROM. Did you make sure each tile in the tileset is already linked to the right palette before the import?
Like, the first tile (top left) palette seems to be 1, and the graphics seem to get imported fine. I'm not sure what the palette of the 2nd tile (top row, 2nd column) is supposed to be, though.

By the way, from some quick tests I just did, it seems my closest color algorithm is not so good. But if you're using the exact same colors, that shouldn't matter.

Posted by gridatttack
Oh. I see. Does YY-CHR falls in the same category?

I do not think so. From the tests I did back then, YY-CHR does not support this format. Someone requested YY-CHR format support, but I couldn't find any info about it, so I did not implement it.

Posted by gridatttack
Anyway, it mainly was a test. That tileset I tried to import was the GBA donut plains tileset, so I guess perhaps it was too complex.

It should not be. It's supposed to work. Let's get it working.

gridatttack
Posted on 06-19-14 07:56 PM (rev. 3 of 06-19-14 07:59 PM) Link | Quote | ID: 156863


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Posted by Stifu
Posted by gridatttack
Hmmm. What I mean is, that in the palette, I have the exact same colors preset before they got imported. When I imported them, it seems EE didnt recognize that the colors in the image are exactly of the ones already edited. I also tested when i changed the color mode to 8 bit when saving the PNG. In the things I posted, you see that the first water tile has 3 colors, and when I import them, they simplify into using 2 colors.

To easily see what you're doing, I'd also need your ROM. Did you make sure each tile in the tileset is already linked to the right palette before the import?
Like, the first tile (top left) palette seems to be 1, and the graphics seem to get imported fine. I'm not sure what the palette of the 2nd tile (top row, 2nd column) is supposed to be, though.

By the way, from some quick tests I just did, it seems my closest color algorithm is not so good. But if you're using the exact same colors, that shouldn't matter.


Posted by gridatttack
Anyway, it mainly was a test. That tileset I tried to import was the GBA donut plains tileset, so I guess perhaps it was too complex.

It should not be. It's supposed to work. Let's get it working.


Yeah, I made sure to set the correct palette. Im currently replacing Vainilla lake tileset (because it has the 2nd page free of palettes!) and almost all of the tiles are in the 1st page.
This is what I get when importing it:
http://nsmbhd.net/get.php?id=3423

The differences I see is that the water gets one shade removed, the bridge loses the rope brown color, the water tiles loses some water shading, the main road tiles with grass lose 2 browns and the grass decorations don't use the darker palette for outline.

Im using the .pal I linked earlier.

Do you need the ROM too? If yes then I will PM it to you

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Stifu
Posted on 06-19-14 09:14 PM Link | Quote | ID: 156868


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Alright. I was trying it on Mario Circuit at first, which gave weird results. Works fine on Vanilla Lake. So I don't need your ROM after all.

In the end, it's just a matter of colors not matching perfectly. See this. I just updated the colors of the first water tile to match your color palette. No colors lost on import.

gridatttack
Posted on 06-19-14 09:28 PM Link | Quote | ID: 156869


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Posted by Stifu
Alright. I was trying it on Mario Circuit at first, which gave weird results. Works fine on Vanilla Lake. So I don't need your ROM after all.

In the end, it's just a matter of colors not matching perfectly. See this. I just updated the colors of the first water tile to match your color palette. No colors lost on import.


Did you manage to get in it flawlessly? O.o

Heres the result after I imported the new one:
http://i.imgur.com/zWE5oIJ.png

The water definitely changed, but everything else is the same


How can I update every color so it can be imported smoothly?

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Stifu
Posted on 06-19-14 10:03 PM Link | Quote | ID: 156870


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I only did it for one tile.

Keep in mind that if your original colors use RGB values from 0 to 255, then you'll lose precision when colors get converted to the SNES format. That could explain why your colors didn't match perfectly.

There may be a better way, but what I did was pretty basic: open the color palette editor, take a screenshot, and paste it in any image editor. Then reuse the colors coming from this screenshot in your tileset image. Note that some image editors let you easily replace a color with another one (like, pick source color and target color, and that's it), which could be handy for you.

gridatttack
Posted on 06-20-14 12:59 AM Link | Quote | ID: 156871


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Posted by Stifu
I only did it for one tile.

Keep in mind that if your original colors use RGB values from 0 to 255, then you'll lose precision when colors get converted to the SNES format. That could explain why your colors didn't match perfectly.

There may be a better way, but what I did was pretty basic: open the color palette editor, take a screenshot, and paste it in any image editor. Then reuse the colors coming from this screenshot in your tileset image. Note that some image editors let you easily replace a color with another one (like, pick source color and target color, and that's it), which could be handy for you.


Yeah, I did this.
I ripped the tileset with vba. Then I modded the PNG so it can be in the same measurements of a snes tileset. When it was done, I used the color picker, and since it was 255, I divided by 8. All the results were an exact number between 0 and 31.
I then saved, tried, and this was the result.

I even tried with paint.net, which I saved the PNG file in 8bit color depth, but same results :<

Seems I will need to use TM then. I wonder, are there any other raw editors? I still have nightmares using TM when I was hacking NSMB

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Stifu
Posted on 06-20-14 08:16 AM Link | Quote | ID: 156875


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Posted by gridatttack
When it was done, I used the color picker, and since it was 255, I divided by 8. All the results were an exact number between 0 and 31.

EE doesn't divide by 8 anymore, but by 255 / 31 (= 8.22...).

Posted by gridatttack
Seems I will need to use TM then.

Well, you don't have to. I fixed that one tile without TM.

Posted by gridatttack
I wonder, are there any other raw editors? I still have nightmares using TM when I was hacking NSMB

I don't know. I just know there's a TM mod that makes it better.

gridatttack
Posted on 06-20-14 08:34 AM Link | Quote | ID: 156876


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Posted by Stifu
Posted by gridatttack
When it was done, I used the color picker, and since it was 255, I divided by 8. All the results were an exact number between 0 and 31.

EE doesn't divide by 8 anymore, but by 255 / 31 (= 8.22...).

Posted by gridatttack
Seems I will need to use TM then.

Well, you don't have to. I fixed that one tile without TM.

Posted by gridatttack
I wonder, are there any other raw editors? I still have nightmares using TM when I was hacking NSMB

I don't know. I just know there's a TM mod that makes it better.


Oh ok then. Seems like I have a lot to learn from importing stuff

Though I also noted some weird thing. Say, I have this tileset in which it imported fine. I do some changes to other tiles and save. They save fine. Then, when I added a bit of decor to everything, I import again, but this time, some pixel gets chosen to another color, despite being the same one as before, and it worked fine before doing that 'big' change.

Also, may I ask what color replacer you used? So far the most efficient one I have is gif movie gear...

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Stifu
Posted on 06-20-14 08:43 AM Link | Quote | ID: 156877


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Posted by gridatttack
Though I also noted some weird thing. Say, I have this tileset in which it imported fine. I do some changes to other tiles and save. They save fine. Then, when I added a bit of decor to everything, I import again, but this time, some pixel gets chosen to another color, despite being the same one as before, and it worked fine before doing that 'big' change.

This should not happen. I wonder if your programs alter colors or something. You could send me the images before and after, so I can inspect them.

Posted by gridatttack
Also, may I ask what color replacer you used? So far the most efficient one I have is gif movie gear...

Try GraphicsGale, it's nice and free. The color replacement is done through a paint brush, but you can make it large.

gridatttack
Posted on 06-20-14 08:48 AM Link | Quote | ID: 156878


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Posted by Stifu
Posted by gridatttack
Though I also noted some weird thing. Say, I have this tileset in which it imported fine. I do some changes to other tiles and save. They save fine. Then, when I added a bit of decor to everything, I import again, but this time, some pixel gets chosen to another color, despite being the same one as before, and it worked fine before doing that 'big' change.

This should not happen. I wonder if your programs alter colors or something. You could send me the images before and after, so I can inspect them.

Posted by gridatttack
Also, may I ask what color replacer you used? So far the most efficient one I have is gif movie gear...

Try GraphicsGale, it's nice and free. The color replacement is done through a paint brush, but you can make it large.


Oh right, we can also count in the program im using. I use Paint.NET. Any program you could recommend to edit gfx? Ill report right away when I encounter this problem again

Oh nice. I actually have GG installed, but never opened lol. Thanks for telling me!

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Stifu
Posted on 06-20-14 08:52 AM Link | Quote | ID: 156879


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Posted by gridatttack
Any program you could recommend to edit gfx?

GG and Paint.NET are the ones I've been using lately. GG for pixel art and animation, Paint.NET for the rest.

gridatttack
Posted on 06-20-14 08:55 AM Link | Quote | ID: 156880


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Posted by Stifu
Posted by gridatttack
Any program you could recommend to edit gfx?

GG and Paint.NET are the ones I've been using lately. GG for pixel art and animation, Paint.NET for the rest.


Hmmm, then maybe I should use GG for editing gfx then. Will report any problems back. About to import a bg for the first time

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Stifu
Posted on 06-20-14 09:33 AM Link | Quote | ID: 156881


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Okay, let me know.
I planned to release the new EE version tomorrow (with the fixes mentioned here over the last few days). Let me know if you think anything else needs to be fixed, or if I should just push the release back a bit.
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Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor New thread | New reply

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