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Main - Posts by Stifu |
Stifu |
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Cobrat Level: 56 Posts: 441/666 EXP: 1361998 Next: 36178 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack Fixed. Posted by gridatttack I'm sure you already selected the wanted precision on the right, yeah? Then you need to unbind the lap line from the driver positions (uncheck that box on the right). This will give you more horizontal precision (because lap line X precision is 16px, while driver position is 1px). Ideally, I would have liked to add keyboard arrow key support in such cases, so you could move stuff with more precision. Also, it might have been nice to display the exact X/Y position of each element. |
Stifu |
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Cobrat Level: 56 Posts: 442/666 EXP: 1361998 Next: 36178 Since: 02-22-07 Last post: 692 days Last view: 314 days |
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. |
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Cobrat Level: 56 Posts: 443/666 EXP: 1361998 Next: 36178 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack 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. |
Stifu |
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Cobrat Level: 56 Posts: 444/666 EXP: 1361998 Next: 36178 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack 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 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 You should not use actual transparency in the file. Basically, just check what gets exported, that's what you should reimport. Posted by gridatttack 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 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 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 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. |
Stifu |
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Cobrat Level: 56 Posts: 445/666 EXP: 1361998 Next: 36178 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack 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 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 It should not be. It's supposed to work. Let's get it working. |
Stifu |
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Cobrat Level: 56 Posts: 446/666 EXP: 1361998 Next: 36178 Since: 02-22-07 Last post: 692 days Last view: 314 days |
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. |
Stifu |
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Cobrat Level: 56 Posts: 447/666 EXP: 1361998 Next: 36178 Since: 02-22-07 Last post: 692 days Last view: 314 days |
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. |
Stifu |
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Cobrat Level: 56 Posts: 448/666 EXP: 1361998 Next: 36178 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack EE doesn't divide by 8 anymore, but by 255 / 31 (= 8.22...). Posted by gridatttack Well, you don't have to. I fixed that one tile without TM. Posted by gridatttack I don't know. I just know there's a TM mod that makes it better. |
Stifu |
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Cobrat Level: 56 Posts: 449/666 EXP: 1361998 Next: 36178 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack 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 Try GraphicsGale, it's nice and free. The color replacement is done through a paint brush, but you can make it large. |
Stifu |
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Cobrat Level: 56 Posts: 450/666 EXP: 1361998 Next: 36178 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack GG and Paint.NET are the ones I've been using lately. GG for pixel art and animation, Paint.NET for the rest. |
Stifu |
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Cobrat Level: 56 Posts: 451/666 EXP: 1361998 Next: 36178 Since: 02-22-07 Last post: 692 days Last view: 314 days |
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. |
Stifu |
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Cobrat Level: 56 Posts: 452/666 EXP: 1361998 Next: 36178 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Whether you can divide colors by 8 exactly is irrelevant, since that's not what EE does, as I said.
But yes, increasing contrast is an easy workaround if colors don't match perfectly. |
Stifu |
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Cobrat Level: 56 Posts: 453/666 EXP: 1361998 Next: 36178 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack I only tried to fix a single tile. If that helps, I can fix the whole tileset. I just thought it'd be better if you fixed it yourself, to ensure you understand the problem and can fix all of your other tilesets yourself. But if fixing that one would help you get started, then let me know, and I'll take care of it tonight. By the way, when I implemented image import in EE, I considered adding a preview window so you could check out what'd get imported before validating the import. I ended up choosing the easy way out to keep things simple and save time, thinking users could just try it and revert changes if things didn't turn out fine. Another convenience feature, which could be easily added (unlike others), is display the 255-based RGB value for each color in the palette. This may help you ensure your image colors are what EE expects. Possibly even let users change colors based on their 255-based RGB values, so you'd have 2 ways to change colors. That'd be a bit more work, but it's doable. |
Stifu |
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Cobrat Level: 56 Posts: 454/666 EXP: 1361998 Next: 36178 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack Colors need to match is all. I retrieved the palette colors by taking a screenshot of the color palette editor, then made sure the tileset image used these colors. Posted by gridatttack Alright. I'll add the 255-based color value display (that shouldn't take long, so you might want to wait for it). Not sure about being able to change them, though, as that'll be a bit harder (the rounding would change what users input, which may make things confusing...). |
Stifu |
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Cobrat Level: 56 Posts: 455/666 EXP: 1361998 Next: 36178 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack I don't know how it's done in Lunar Magic, but with the way EE works, it may be a bit tricky, as everything is computed in real time as you type. There is no "Save" button or anything. Say you start typing "5", because you wanted to input "53". You don't want EE to round your 5 to 0 or 1 before you're done typing. So I'd need to change the way the UI works. Maybe add a "Convert" button or something, I'll have to think about it. Anyway, it's just a UI issue, not a technical issue. |
Stifu |
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Cobrat Level: 56 Posts: 456/666 EXP: 1361998 Next: 36178 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by dirtbag I was thinking of adding a label to the right of each color. But if I make these 255RGB colors editable, then I'd rather just add an extra text box for each color. I think I'll try validating the conversion from 255 to 31 when you leave the text box. |
Stifu |
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Cobrat Level: 56 Posts: 457/666 EXP: 1361998 Next: 36178 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by dirtbag Err... Turns out I forgot the 8-bit RGB values are already on the tooltip, as you hover colors. Anyway, try this out, guys. It seems to work fine although I didn't test it much. The UI looks less pretty than it used to, though. Let me know what you think. Posted by gridatttack Not sure what you mean. What happened to these walls blocks exactly? |
Stifu |
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Cobrat Level: 56 Posts: 458/666 EXP: 1361998 Next: 36178 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Yeah, that's actually why when you brought up BG palettes a few days ago, I replied adding quotes around the term, because they're not specifically BG palettes. |
Stifu |
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Cobrat Level: 56 Posts: 459/666 EXP: 1361998 Next: 36178 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack Well, Dirtbag has done it. We know where each music is, we know they're compressed, and we know where the referenced instruments are. Now waiting for someone to add a music editor in EE for me. By the way, have you tried the updated EE? What do you think? I pushed back the new version release for now. |
Stifu |
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Cobrat Level: 56 Posts: 460/666 EXP: 1361998 Next: 36178 Since: 02-22-07 Last post: 692 days Last view: 314 days |
You could try creating the colors you want in EE (over a random palette, temporarily), export the palettes (don't save changes on the ROM), then with a hex editor, copy the exported colors over the original wave colors. |
Main - Posts by Stifu |
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