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Post by emuvvx on Oct 16, 2018 21:58:21 GMT -5
Hi again. I still working on my game. The thread "2D fighting game animation frames issues" (http://devster.proboards.com/thread/1282/fighting-game-animation-frames-issues) is about the same project. I use Imagensis 4000 beta to quantize my tiles alongside SGTD 0.51 beta. I index my images on Photoshop at 16 colors, shrink it, slice it, quantize it on Imagenesis, and remount it on SGTD. The images stays with well-defined color areas, but in a 3-frame animation, just one frame usually get the correct colors. The other get coloured wrongly/colors go to the wrong areas. I use a single pallette file to the whole animation and I quantize all the frames in one shot/at a one time. Sometime in the past, in a 2-frame animation, the miscolored frame got not so miscolored, but just a little or a half. So... help.
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Post by Oruam on Oct 16, 2018 23:49:21 GMT -5
Follow my tips: 1* At Photoshop only posterize image to 16 levels and plus bright and constrast +15%, salve as normal PNG. 2* At IrfanView open the png and reduce the color with no transparency and hight quality with arround 16~22 colors,(my favorite is 18), salve it again as image_edit.png 3* Open the image_edit.png with Imagenesis and check-out the magic Note: Do not reduce colors at Photoshop.
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Post by emuvvx on Oct 17, 2018 0:50:16 GMT -5
Okay, Mauro-Oruam, thank you. I'll try it later.
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Post by emuvvx on Oct 17, 2018 2:58:57 GMT -5
Oruam, something got wrong...
The colors still wrong in the 2nd frame, but surely I did a test with only two frames. What do you mean with "posterize image to 16 levels". You'll have to explain. I overwritten the file I processed in Photoshop instead make a duplicate after I worked on it on IrfanView. Is that a problem?
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Post by emuvvx on Oct 17, 2018 12:34:58 GMT -5
Mistake.
I do make a duplicate of the file instead overwrite the one made by Photoshop.
The duplicate is a 64x96 px shrinked version that goes to the slicing, and then quantizing in Imagenesis, and then remounting and .bin in SGTD.
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Post by emuvvx on Oct 19, 2018 13:26:42 GMT -5
I'm following your steps, and still a bit buggy...
Surely, it's better than before, just 3 colors are wrong.
I decrease the color depth in IrfanView BEFORE the tweaks in Photoshop.
After, I go to IrfanView to shrink the image to 64x96 px.
Should be this the problem?
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Post by emuvvx on Oct 19, 2018 14:40:38 GMT -5
Still buggy. It's missing some detail...
And now I'm doing exactly what you said.
Sure, I'm doing indexing in Photoshop during the session in Photoshop
and resizing the image in IrfanView while I use the same one.
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Post by emuvvx on Oct 20, 2018 1:25:48 GMT -5
Problem not solved. Character hand-drawn by me. Kyo Kusanagi lent by SNK/Playmore. Background lent by Street Fighter Alpha 2. Attachments:Mugen_Master_.bin (175.75 KB)
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Post by Oruam on Oct 20, 2018 6:08:59 GMT -5
I'm following your steps, and still a bit buggy... Surely, it's better than before, just 3 colors are wrong. I decrease the color depth in IrfanView BEFORE the tweaks in Photoshop. After, I go to IrfanView to shrink the image to 64x96 px. Should be this the problem? If you reduce the colors at IrfanView to 18 but Imagenesis still lose 3 colors, so reopen original image at IrfanView and reduce to 22 colors and try it on imagenesis again, if still don't get all 16 colors give more contrast to original image and repeat the process.
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Post by nemezes on Oct 20, 2018 8:56:05 GMT -5
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Post by emuvvx on Oct 20, 2018 20:38:55 GMT -5
Okay, Oruam-guy, nemezes-buddy. I'll give it a try later. Thanks for the tips, you two.
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Post by emuvvx on Oct 26, 2018 13:39:41 GMT -5
Yeah! This is it. I did the follow: I reduce color depth in IrfanView to 20 colors. After, in Photoshop, I adjust the bright to -20 due to my character has skin and clothes too clear. Still in Photoshop, I indexed but no posterize because I thought it is too irrevelant. So, I reduced, sliced, quantized and remounted. Oruam, you should have said since the very beginning that adjust bright, contrast, posterize, just suits to distinguish colors to the quantizer. The skin color of my character, if bright is reduced to -20, appears on the graphics if I quantize the first frames. But if I quantize all of them, some of them, I think, make it be confused with white. The opening still buggy, but this is another problem. Press <- or -> to make she walk, if you want. Attachments:Mugen_Master_2610.bin (176.03 KB)
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Post by emuvvx on Oct 26, 2018 13:52:11 GMT -5
I had some help from alexmega. Many thanks goes to him.
He taught me that I could put together all the frames before quantizing in the same .PNG file, to generate a single pallette.
I had figured out before I should quantize all the images during a single session of ImaGenesis to try to generate a single pallette, but I haven't released a much smarter trick.
After this single tip, my problems start to solve out.
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Post by sega16 on Mar 31, 2019 17:43:48 GMT -5
I bet my answer won't surprise anyone: devster.proboards.com/thread/853/retro-graphics-toolkitWhat this does is import your graphics without any hassle. It also does not miscolor your graphics because the RGB values are not multiples of 32 or 36, instead it uses dithering to make it look like there are lots of colors.
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