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Adding colors to a character's palette (Read 652 times)

Started by BowserKoopa, January 24, 2013, 05:43:14 pm
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Adding colors to a character's palette
#1  January 24, 2013, 05:43:14 pm
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Say you were making a character, who has about 24 colors. You create helpers for the character (which have different palettes from the original character). But when your character fights a clone of himself, it's difficult to know which helpers are yours. If you edit the palettes, you are only able to edit the colors of your character for Mugen, since the helper's colors aren't on the palette. How can you add more?
Re: Adding colors to a character's palette
#2  January 24, 2013, 05:55:19 pm
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This is pretty simple really if you have irfanview and Fighter Factory.

In short, the method here is to just decrease the colors of the helper sprites in irfanview and manually arrange them using fighter Factory's palette editor.

When sorting the colors from your helper sprite using Fighter Factory's palette editor, you want to pick color indexes that aren't in use by your main character sprites; So if colors 1-16 are the colors for your character, then arrange the new palette for the helper sprites starting from color index 17 onward, leaving spots 1-16 blank. Once you've arranged the new palette for the helper sprites save the old helper sprite .PCX with the new colors. Make sure that you save a new .ACT file with the helper colors added to the main character's palette as well.

Then jump back over to Irfanview, load up your newly arranged helper sprite and export the palette to a .PAL file, you can apply this .PAL file to a sprite sheet that holds all of the helper sprites to have them all share the same newly ordered palette and from there save each new individual .PCX, then add them to the character's .SFF file.
Re: Adding colors to a character's palette
#3  January 24, 2013, 06:17:08 pm
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Simple:
Add a different PalFX for each helper depending on which palette is in use.

[State whatever, PalFX]
type = PalFX
trigger1 = palno = #
vvv PalFX stuff vvv
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Re: Adding colors to a character's palette
#4  January 24, 2013, 06:20:44 pm
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^ PalFX typically applies flat single washes of color to sprites I think BowserKoopa was after something different here.
Re: Adding colors to a character's palette
#5  January 24, 2013, 06:21:18 pm
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I will try using Irfanview later, but on Fighter Factory, should the palette look like this? (Colors starting from the top left)



Re: Adding colors to a character's palette
#6  January 24, 2013, 06:25:53 pm
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Yes, that's correct and when you edit palette in irfanview it should look like this, the inverse.

Its just the different way each program displays color palette, the indexes should still be the same though.

Re: Adding colors to a character's palette
#7  January 24, 2013, 06:32:07 pm
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Thanks, but when installing, I have no idea what this window means:

Re: Adding colors to a character's palette
#8  January 24, 2013, 07:11:29 pm
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^ PalFX typically applies flat single washes of color to sprites I think BowserKoopa was after something different here.

No...?
You can get it to tint the colour of the helper, which would be a way of distinguishing them from palette to palette.
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Re: Adding colors to a character's palette
#9  January 24, 2013, 07:18:59 pm
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^ PalFX typically applies flat single washes of color to sprites I think BowserKoopa was after something different here.

No...?
You can get it to tint the colour of the helper, which would be a way of distinguishing them from palette to palette.

But what if you wanted a helper to have exactly different colors? Tinting the color can sometimes make it look similar to the original helper.

Re: Adding colors to a character's palette
#10  January 24, 2013, 07:37:26 pm
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^ PalFX typically applies flat single washes of color to sprites I think BowserKoopa was after something different here.

No...?
You can get it to tint the colour of the helper, which would be a way of distinguishing them from palette to palette.

But what if you wanted a helper to have exactly different colors? Tinting the color can sometimes make it look similar to the original helper.



I've made a purple helper look yellow with PalFX. I'd call that pretty different.
Though I suppose you'll looking for a way to make each individual colour different...
...in which case, you'll have to make do with adding the helper's colours to the character's (which would indeed require a loss of colour).
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Re: Adding colors to a character's palette
#11  January 25, 2013, 01:54:02 am
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This is pretty simple really if you have irfanview and Fighter Factory.

In short, the method here is to just decrease the colors of the helper sprites in irfanview and manually arrange them using fighter Factory's palette editor.

When sorting the colors from your helper sprite using Fighter Factory's palette editor, you want to pick color indexes that aren't in use by your main character sprites; So if colors 1-16 are the colors for your character, then arrange the new palette for the helper sprites starting from color index 17 onward, leaving spots 1-16 blank. Once you've arranged the new palette for the helper sprites save the old helper sprite .PCX with the new colors. Make sure that you save a new .ACT file with the helper colors added to the main character's palette as well.

Then jump back over to Irfanview, load up your newly arranged helper sprite and export the palette to a .PAL file, you can apply this .PAL file to a sprite sheet that holds all of the helper sprites to have them all share the same newly ordered palette and from there save each new individual .PCX, then add them to the character's .SFF file.

On Paintshop Pro, I have changed the order of the palette so the colors start on the top left in Fighter Factory. However, my character is all black. How can I fix this?

And also, my character has multiple helpers, each with different palettes. Should I put them all on one image, then make the image full of helpers have the same palette?
Re: Adding colors to a character's palette
#12  January 25, 2013, 04:32:47 am
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If you are using mugen 1.0 you can use a set of similar palettes and use remappal to change between them all.

If you are using winmugen and want a different palette per helper you must add all the sprites either with the SAME palette as the root and shared with root, or all unshared and multiple times, once per palette.

The trick here with adding it in, is that the helper colours are attached to the main palette if you're going for the shared method. Root uses

0,1,2,3,4,5,6
You then take that palette and add colours
7,8,9,10,11,12
for the helper. You then save the palette and .act it. This will need to be applied to sprite 0,0. You can then add helper sprites on as you wish and it will not alter the parent palette. They'll share the new one, which shouldn't discolour at all. This is why i like people to use proper editing programs to make their palettes.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Adding colors to a character's palette
#13  January 25, 2013, 04:51:42 am
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Re: Adding colors to a character's palette
#14  January 25, 2013, 08:35:39 am
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You should check the RemapPal article on Elecbyte's Wiki. Though I can't link to it ATM, simply Googling "remappal mugen" should get you there.

And then someone's going to tell me that wiki's unreliable or something :P
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Re: Adding colors to a character's palette
#15  January 25, 2013, 08:47:42 am
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It is in the DOCS where most things are. If you're using 1.0 and sffv2, palettes are sprite based. And remappal lets you swap between them whenever you want. (although doing it will turn off palFX so best to use it as a setting rather than anything changing regularly)

So you'd do your character as always. You would then set up 7 palettes JUST for the helper, and use remappal to change between them depending on whatever you like.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Adding colors to a character's palette
#16  January 25, 2013, 08:54:32 am
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It is in the DOCS where most things are. If you're using 1.0 and sffv2, palettes are sprite based. And remappal lets you swap between them whenever you want. (although doing it will turn off palFX so best to use it as a setting rather than anything changing regularly)

So you'd do your character as always. You would then set up 7 palettes JUST for the helper, and use remappal to change between them depending on whatever you like.

Ho to make Mugen smooth sprite.
Re: Adding colors to a character's palette
#17  January 25, 2013, 04:14:58 pm
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You should check the RemapPal article on Elecbyte's Wiki.

Actually, I already knew what RemapPal does. But I think I'll try using Dcat's idea. And I don't think Elecbyte Wiki is unreliable at all.
Re: Adding colors to a character's palette
#18  January 25, 2013, 04:21:40 pm
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This is pretty simple really if you have irfanview and Fighter Factory.

In short, the method here is to just decrease the colors of the helper sprites in irfanview and manually arrange them using fighter Factory's palette editor.

When sorting the colors from your helper sprite using Fighter Factory's palette editor, you want to pick color indexes that aren't in use by your main character sprites; So if colors 1-16 are the colors for your character, then arrange the new palette for the helper sprites starting from color index 17 onward, leaving spots 1-16 blank. Once you've arranged the new palette for the helper sprites save the old helper sprite .PCX with the new colors. Make sure that you save a new .ACT file with the helper colors added to the main character's palette as well.

Then jump back over to Irfanview, load up your newly arranged helper sprite and export the palette to a .PAL file, you can apply this .PAL file to a sprite sheet that holds all of the helper sprites to have them all share the same newly ordered palette and from there save each new individual .PCX, then add them to the character's .SFF file.

On Paintshop Pro, I have changed the order of the palette so the colors start on the top left in Fighter Factory. However, my character is all black. How can I fix this?

And also, my character has multiple helpers, each with different palettes. Should I put them all on one image, then make the image full of helpers have the same palette?

Color 0 should always be your transparent color in this case pink. What you did in PaintShop Pro was rearrange the indexes. You can leave them as is, each program has little quirks and likes to flip around how the colors are displayed when you load up an image, but they should still pan out to the same index in the end. By manually re-ordering the colors in paintshop pro you swapped the mapped color for the previously unused black.

Make sure all of the helper colors are included in your helper palette template also a good idea to have them not be the same colors as any of your character's.

Last Edit: January 25, 2013, 04:43:57 pm by Dcat
Re: Adding colors to a character's palette
#19  January 25, 2013, 04:35:06 pm
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This is pretty simple really if you have irfanview and Fighter Factory.

In short, the method here is to just decrease the colors of the helper sprites in irfanview and manually arrange them using fighter Factory's palette editor.

When sorting the colors from your helper sprite using Fighter Factory's palette editor, you want to pick color indexes that aren't in use by your main character sprites; So if colors 1-16 are the colors for your character, then arrange the new palette for the helper sprites starting from color index 17 onward, leaving spots 1-16 blank. Once you've arranged the new palette for the helper sprites save the old helper sprite .PCX with the new colors. Make sure that you save a new .ACT file with the helper colors added to the main character's palette as well.

Then jump back over to Irfanview, load up your newly arranged helper sprite and export the palette to a .PAL file, you can apply this .PAL file to a sprite sheet that holds all of the helper sprites to have them all share the same newly ordered palette and from there save each new individual .PCX, then add them to the character's .SFF file.

On Paintshop Pro, I have changed the order of the palette so the colors start on the top left in Fighter Factory. However, my character is all black. How can I fix this?

And also, my character has multiple helpers, each with different palettes. Should I put them all on one image, then make the image full of helpers have the same palette?

Color 0 should always be your transparent color in this case pink. What you did in PaintShop Pro was rearrange the indexes. You can leave them as is, each program has little quirks and likes to flip around how the colors are displayed when you load up an image, but they should still pan out to the same index in the end. By manually re-ordering the colors in paintshop pro you swapped the mapped color for the previously unused black.

Make sure all of the helper colors are included in your helper palette template also a good idea to have them not be the same colors as any of your character's.

So should I open up every single sprite then load the new palette?
Re: Adding colors to a character's palette
#20  January 25, 2013, 04:44:07 pm
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This is why i like people to use proper editing programs to make their palettes.

@Cyanide:
My Irfanview + Fighter Factory method is what I like since its relatively simple and my trials for Photoshop & Paintshop expired long ago, I understand its not for everyone, I never was very saavy with those proper editing programs though.

@BowserKoopa:
Since you have PaintShop Pro it 'd probably be easiest to do a Batch Palette conversion. Here's my old guide from like 2011 on how to apply a color palette to sprites. You'll most likely have to do this for your sprites since you mentioned you re-organized the palette, this should save you lots of time.

Quote
You're talking about a batch conversion. You can do this in Paint Shop Pro

The steps involved

1).Make sure that the .PNG file has 256 colors in it and you've designated your transparency color in the right position.
2).Load up that .PNG file in Paint Shop Pro and save its palette as something memorable "ryupal"
3).Apply the ryupal to the other images you have yet to add to the .SFF so they'll all have the same colors.
Note: you can cut down on the time it'd take to apply the palette to each image by hand by instead recording a Script and using that to run a Batch process on all the sprites at the same time .

How To do a Batch Palette Application
Open the .PNG file in Paint Shop Pro, then click on File > Script > Start Recording
Now you will begin recording your script (this means that all of the keystrokes and actions you perform will be recorded). Next go to Image > Load Palette and select the "ryupal" you saved before. Make sure the nearest color matching bullet is marked and click Load.
Now that you've recorded the necessary action its time to stop the recording. Go to File > Script > Save Recording and save it as a memorable name "ryupalscript"

Now its time for the Batch part:
Go to File > Batch Process
Then click the Browse button to navigate to the proper folder directory and select all of your un-added character sprites by holding down the SHIFT key
Under Save Options:
-select the filetype to save the new images as .PCX
-select the folder to save them in by clicking the lower Browse button

Once you've got everything set, click Start and sit back as all of your sprites are converted quickly and easily to the same 256 color, shared palette .PCX format, conveniently ready to be added to the .SFF.
Re: Adding colors to a character's palette
#21  January 25, 2013, 05:25:18 pm
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