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Lifebar Portrait Conversion (Read 1075 times)

Started by SolidZone 26, November 14, 2010, 11:22:02 pm
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Re: Lifebar Portrait Conversion
#21  November 16, 2010, 08:24:50 am
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That image can be reworked to correctly match the original palette and not cause a problem. I can run through it if you like, or you can continue to use the method 2OS has given you.
That would be appreciated, maybe your run though could be better. I'll continue using 2OS's method another time when I have a different lifebar portrait to convert to another character.
Re: Lifebar Portrait Conversion
#22  November 16, 2010, 09:05:41 am
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9000,0 is a strange sprite. It needs to share the characters palette but have shared palette turned off or else it will attempt to use the palette from the big portrait in the select screen. If it doesn't share the character palette, it goes looking in fight and uses whatever colours are in that position on the character palette. I know this because i've forgotten a couple of times and not updated the .act file when i add the mini portrait, i wind up with something black.

You are going to have to do SOME editing here. I like to do palette editing in paintshop pro as it does what i tell it at all times and i don't need to worry about cocking anything up.

Extract 1 sprite from OGRE. In FFC this is sprites>save sprite as PCX.

Open it and have a look at the palette, Save the palette, you'll need it for later.

Leaving the one picture from ogre open, open your new portrait.

Make it 256 colours (this just makes it easier to edit) and choose to edit the palette. Select a colour on your portrait with the edit window open, it will be highlighted on the palette window. Double click that colour and match it up with one of the colours on OGRE. In most cases he has these, it's really just the hair that's bad so start there if you like.

After double clicking use the dropper to select the correct colour from the ogre sprite. When your akuma portrait looks like ogre (tan skin, white hair, probably doesn't need any other changes) close the palette editor. Increase your image to 64million colours again and save it (no palette in other words) but it should still be using ogres colours.

Apply ogres palette that you saved earlier to your image. It should not discolour at all, if it does, revert, alter the colour that's a problem using what's above and then reload the palette. As soon as you can apply ogres palette without discolouration on your sprite you can add it into the character again. You may need to select the pink on your picture and recolour it the pink in position 0. There are many pinks on ogres palette and it'll just randomly pick you one.

Once that's done you should be able to successfully add the image to the sff, as you have used ogre's hair for the portrait hair it will recolour as the .act files change.

If this wasn't a DOSmugen character that required all colours on the palette we could have made a more sensible job.


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Re: Lifebar Portrait Conversion
#23  November 16, 2010, 10:24:41 pm
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Decided to just do a new post instead


Having tested it with Ogre and Shaitan [ They both had they same base sprite file, therefore the same color index ( for the CHARACTER ONLY, not the FX or anything else ) ] AFTER I converted the .PNG to .PCX, they blended flawlessly

Proof [ Do note that shared palette and transparency is activated ] —






About why your methods are failing, I'm probably assuming correctly when I say you're applying Ogre's ENTIRE palette to the image



If I'm correct, you need to never do that again, especially when dealing with a palette this shitty

You need to apply ONLY the colors that the image itself uses with the proper index

In Ogre's and this portraits case, the small image displays his face, hair, and gi, which is about three quarters of the first row of colors on his palette [ next to the transparency color ], for a flawless result, you need to apply ONLY the colors of that row that are being used, delete the rest [ turn them full black or white ]



At this point you're probably wondering ""why the hell do I need to do this ?"" or ""why does doing this give it the absolute best result ?""



Needless to say the ""zero color"" is scattered everywhere [ IMO this palette index is complete shit ( irrelevant ) ]

Even when a palette is loaded or applied to an image, it still applies colors from first to last, with fighter factory's palette viewer [ ^ this ], first is top left, last is bottom right [ the ""zero color"" ], in your average paint programs palette viewer, the color index is vice versa'd. so the start to last is also vice versa'd, and with how rather shitty this palette is, what's happening is the pink slot at the top right of this palette is being applied to the background, if it wasn't there, the one after it, if that wasn't there, the one after that, etc., til you reach the end [ zero color ]

And overall that's why it's better to optimize the palette before applying colors, it isn't really required that you do so, but when dealing with a shitty palette like this one [ ^ by far one of the shittest I've ever come across ], it's best to optimize it, but keep the index in it's order, THEN apply it

This^ is what was wrong with my pallet, it was a pain to fix.
Some one should go over editing a crappy pallet. I can't remember what I did to fix mine.