Staredit Network

Staredit Network -> Modding Assistance -> GRP Help
Report, edit, etc...Posted by IanMM on 2006-02-23 at 11:24:02
The image looks weird. Some colors are missing, but I know how to fix that. The units image I edited has colors around it such as blue, white, etc...
What's going on. Do I have to have the images as RGB, or index color?
Report, edit, etc...Posted by nirvanajung on 2006-02-23 at 11:53:11
Starcraft use index 256 colors (8bit bitmap) and color table(called pallete) is a fixed color so u should use only fixed color pallete
if u paint with different color pallete, image will be looks weird
because that image didnt use right colors

when u use Retrogrp then u can find default unit color pallete *.pal files in installed path

use those pallete and paint and create also should be make with index 256 colors (8bit bitmap)

Good luck~! wink.gif
Report, edit, etc...Posted by IanMM on 2006-02-23 at 12:11:45
I don't get what you're saying. I have it as an 8bit 256 RLE. How do I get the pallet.
Report, edit, etc...Posted by nirvanajung on 2006-02-23 at 12:23:05
there is already exist pallete *.pal file with RetroGrp u can see that "SC_Unit_Palette.pal" files
just digging in ur RetroGrp installed folder
Report, edit, etc...Posted by IanMM on 2006-02-23 at 13:29:38
That's this right?

[attachmentid=17544]
Report, edit, etc...Posted by nirvanajung on 2006-02-23 at 13:50:39
right that use for units colors and Starcraft is use more pallete for other things
as a example, buildings,command icons,game menus pcx file there r use different colors a little
Report, edit, etc...Posted by IanMM on 2006-02-23 at 14:11:13
Ok so just make a photoshop pallet of it and use that?
Report, edit, etc...Posted by nirvanajung on 2006-02-23 at 14:39:56
Right~! import *.pal colors into photoshop colors tables that all
and convert pal to act file then better for work
Report, edit, etc...Posted by IanMM on 2006-02-23 at 19:51:41
So that would work better than 256 colors?
Now what about colors around it?
Report, edit, etc...Posted by nirvanajung on 2006-02-23 at 21:14:09
u didn't know about ACT file? are u newbie of photoshop?

i said covert pal file to ACT file

Act file is mainly use color Palette file of photoshop

use converted or made Act file then u can make colors preset and Custom Swatch

like this my preset ....

http://img159.imageshack.us/img159/7525/myphotoshop5eb.gif
Report, edit, etc...Posted by IanMM on 2006-02-23 at 21:45:27
Ok I knew about act files. Can I use yours? All I have do is grab the main color part.
What program did you use for the picture?
Report, edit, etc...Posted by nirvanajung on 2006-02-23 at 22:05:18
look at the picture and program title .... angry.gif
be keep a strict u r so no attention

and just import pal file with photoshop and save to act file
that's all~!
if u get starcraft unit/others pal file already then u not need any files from other person
Report, edit, etc...Posted by IanMM on 2006-02-23 at 23:10:49
Ok.
I thought you may have a 3D program and that's where you made it. I can see it is photoshop.
Report, edit, etc...Posted by nirvanajung on 2006-02-23 at 23:55:28
that image used just photoshop but some sprite, animation images are rendered by 3dsmax and recoloring optimize pallete with photoshop
but when i work for animation frames, mostly use Cosmigo's Promotion

that is best choice for creat and edit 2d animation frames also pallete edit function is
awesome color pallete edit could be like magic
Report, edit, etc...Posted by Corbo(MM) on 2006-02-24 at 10:00:38
off topic:
nj that building pwns
Report, edit, etc...Posted by IanMM on 2006-02-24 at 11:45:06
OK I think I got it now. I can use livemotion ImageReadu, and After Effects for animation.

Now when I play my grp a color in the square the size of the image I edited in photoshop is around it. Would what you just told me help?
Report, edit, etc...Posted by nirvanajung on 2006-02-24 at 13:18:38
just doing~! and make up raise the efficiency of production

when u would creat animaiton and save animation each freames....
(like ani001.bmp.............ani100.bmp)
remember u should renaming or make each files rightly for compile grp

this problem is very important
if u creat new stuff or edit turning units (such as marine,firebat,zealot,dragoons and other many walking and turning units)
u should be make file name for could be turning rightly

try look at decompiled turning units
for example, marine had so many bitmap files each bitmap file count number
is suited to turning

This is a fuzzy description since there is no technical way to describe what we mean by "turning" in animation terms
the more accurate description is that if this variable is checked then when the animations of this graphic plays then it will add up to 17 to and/or mirror the frames of the GRP depending on what direction the sprite is facing

and example for marine, when player order to move / attack / other spells
marine played walking frames if waking animation is 8frames then play like this
(marine010/017/034/........../marine136.bmp)

ok understand what i mean now?
this mean is
when u creat totally new animations, u should write file counting name of all frames for in suit to each 17 angle

So i develop to "Auto rename Macro to each angles" hehe
but i could not open that becasue macro used by MacroExpress
that application is nonfreeware

anyway when u creat animation for turing units , i hope u would make well
and this is my last advice for u
i would not answer anymore, i tried to advice for u
just find out ur self Good luck ~! wink.gif
Report, edit, etc...Posted by IanMM on 2006-02-24 at 18:37:04
Yes I think I get that. Thanks for all the help.
Leave this open please so I can get more help.(Which I'll need)

ADDITION:
This is what's happening:

[attachmentid=17568]

ADDITION:
I get that no matter what I do even with what NJ said.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-02-26 at 10:39:02
Use the background color for your unit grp's

[Off topic]does anyone know how to convert the pallet to a ACT file?[/off topic]
Report, edit, etc...Posted by IanMM on 2006-02-26 at 13:12:01
???
I don't get what you just said.
Report, edit, etc...Posted by nirvanajung on 2006-02-26 at 13:32:04
QUOTE( TF)
does anyone know how to convert the pallet to a ACT file?

QUOTE( XX)
I don't get what you just said.


i was post this my photoshop work screen before

http://img159.imageshack.us/img159/7525/myphotoshop5eb.gif

look at that more carefull there is Answer what u guys wants stuff even then korean version
That is totally same all stuff to photoshop (english)
i tried to advice for u
just find out ur self if used photoshops some then could catch out simply
Good luck ~!
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-02-26 at 15:18:40
I tried it, and it worked perfectly...almost

all the colors appeard darker when I loaded it ohmy.gif
Report, edit, etc...Posted by IanMM on 2006-02-27 at 13:36:40
Mine can't load the pallet, but I found a tutorial on making it work and I hope it does.(I have to wait for darktossgen to get on to compile for me.)
Report, edit, etc...Posted by nirvanajung on 2006-02-27 at 14:22:05
i hope so too
Report, edit, etc...Posted by IanMM on 2006-02-27 at 14:47:12
And all I had to do was change .pal to .act XD. It looks like it'll work.
Next Page (1)