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Offline v

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Hyper portraits
« on: June 15, 2009, 08:35:03 AM »
So DooM made this hyper portrait for me:


i converted it to pcx, and put it in the character, but all i see is black. plus, it messed up the original portrait so i had to re-DL the character. did i miss some steps somewhere or is it just not compatible?

Offline YD

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Re: Hyper portraits
« Reply #1 on: June 15, 2009, 09:24:12 AM »
So DooM made this hyper portrait for me:


i converted it to pcx, and put it in the character, but all i see is black. plus, it messed up the original portrait so i had to re-DL the character. did i miss some steps somewhere or is it just not compatible?

Is this pic the same size as the one you copied over, and also did you position the image correctly in FF as far as x and y axis. If the image is larger then the original that may be why you only see black. Also if the original hyper protrait shared the same palette as the character then you will have to relocate to order of the this new pic in the .sff file some where at the end or where images stop sharing the same palette and uncheck "shared palette".

Offline v

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Re: Hyper portraits
« Reply #2 on: June 15, 2009, 09:33:24 AM »
i think it is bigger, so that is why some of the problems?

i never understood the shared palette thing, but i just got into the whole adjust portraits gig (special thanks to shulbocka on all that)

what do you mean by relocate, as in must be a certain sprite number? i know how to adjust sprite group numbers and such.

i did position things with the axis correctly though as figured out all that on my own.

Offline YD

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Re: Hyper portraits
« Reply #3 on: June 15, 2009, 10:17:39 AM »
i think it is bigger, so that is why some of the problems?

i never understood the shared palette thing, but i just got into the whole adjust portraits gig (special thanks to shulbocka on all that)

what do you mean by relocate, as in must be a certain sprite number? i know how to adjust sprite group numbers and such.

i did position things with the axis correctly though as figured out all that on my own.


well if the image is not that much larger it may not make a difference but if it is more than 1/8 larger than the original portrait image that may be the cause as if you have the same axis settings and its a larger image sometimes the image may be centered offscreen and only the outer most portion of the imgae may be onscreen.

What I meant about relocation of the image is that if you use FF and you notice that when you open a .sff file with the character sprites you will see that the order of the sprites are that they start out all sharing the palette.




Then as you scroll through the sprites when you come to hit sparks or beams and backgrounds you will notice that the "shared palette" option is unchecked as these will not display correctly if the character palette is shared.
(What "shared palette" does is change the palette of the sprite images to the characters palette that is chosen. So if a palette of the character is completely different then that of the background image lets say then when you share the palette it will look all pixelated and off color.)
So this is what I consider the end of the .sff file of sprites and this is where you would want to add a sprite or image that does not share the same palette as the character and make sure that the "shared palette" option is unchecked.

Offline Fallen_Angel

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Re: Hyper portraits
« Reply #4 on: June 15, 2009, 10:43:46 PM »
Make sure the image its in pcx format 256 colors , and do not share the pallete, and add it to the end of the sff

Offline v

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Re: Hyper portraits
« Reply #5 on: June 15, 2009, 11:06:00 PM »
when you convert a pic to pcx, does it default to 256?

and i think i'm trying to alter the axis so it fits a little better, but still no luck.

do you mean end of the sff file as in make it the very last sprite #?

Offline Shulbocka

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Re: Hyper portraits
« Reply #6 on: June 16, 2009, 04:31:09 AM »
Save your character first.

Before adding the pcx, open it in GIMP (free) or PHOTOSHOP and go to Image>Mode and make sure that it is in "Indexed" mode and not"RGB" mode. If it is in RGB mode, set it to Indexed, then save it. If you add a pcx to fighter factory that isn't in indexed mode, it will just show up as a black image, or not at all. Now, add the hyper.pcx to the very end of the sprite section (very last one) like everyone said, make sure "shared palette" is unchecked, and give it the same group and image numbers as the hyper you are replacing. Once it's added, delete the original hyper that you replaced, or give it an image number that isn't being used like Group 700, Image 1515 or something. That should fix your problem. I added a hyper to a character that was WAY bigger than the one I was replacing, and it just showed up really big, but it still showed up, so I don't think that it being bigger is your problem. I could be wrong though. :)


ps.
About the shared palette. I think when you have shared palette checked, you're telling it to use the same colors that your character has in his/her palette. So if you did that to a normal picture, the colors would get all messed up. I learned that you should put all your unshared palette images either before or completely after all the shared palette images. Hopefully that helps.




Offline YD

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Re: Hyper portraits
« Reply #7 on: June 16, 2009, 06:19:11 AM »
when you convert a pic to pcx, does it default to 256?

and i think i'm trying to alter the axis so it fits a little better, but still no luck.

do you mean end of the sff file as in make it the very last sprite #?

If the pic you were given is already 256 color format then when you save it as a .pcx file it should stay that way.
 
If the pic is not that much larger than the original one you are replacing, then its not a size issue nor an axis issue for it not showing up, although if it is slightly larger and once the image does show you will notice that the image will be off center or off screen some and then you will have to adjust the axis of x and Y to adjust that but lets focus on the fact that it does not show up at all or as an all black image.

The number (#) of the sprite/image has to remain the same as the one your replacing so do not use another number for your new image, if the original image is in the beginning section of the .sff file and shares the same palette (has the "shared palette" option checked) then you will have to delete that image from the .sff or re-number  the group number of it to a non-existent group. Then scroll through the images and at the end or where you notice that images are not sharing the same palette anymore, this is where you will then add the image that has properly been converted to .pcx and make sure it has the same group and image number as the one you were replacing. Then check it in Mugem and if it off screen or off center then start modifing the axis of x and y to get it centered the way you like it.
« Last Edit: June 16, 2009, 06:27:13 AM by youngdragun »

Offline v

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Re: Hyper portraits
« Reply #8 on: June 16, 2009, 03:54:56 PM »
thanks everyone, hope it works out :)