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Convert to 256 colors and pallete map with GIMP (Read 7689 times)

Started by vgma2, July 04, 2011, 01:57:11 am
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Convert to 256 colors and pallete map with GIMP
New #1  July 04, 2011, 01:57:11 am
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Last Edit: July 05, 2011, 01:15:34 am by vgmaster2.0
Re: Convert to 256 colors and pallete map with GIMP
#2  July 04, 2011, 02:24:57 am
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Yeah he uses photoshop and swears what I am about to tell you doesn't work.





You will need to move the transparent color. Here is where it goes on 256 bmp file. You may not need to do this. Part. Check your first sprite in ff and see if the transparency works.




Then import the bmp files into fighter factory.

Listen, this only works if you save as over the first sprite you make. So cut out one and name it, poop1, the cut out the next, paste over poop1 and save as poop2. Until you have all of your sprites.

Then just use Fighter factory to make your pallet. Add your first sprite to Fighter factory, open the image on the pallet window (It should not looked fucked up now) save as the pallet. Now you have a pallet for all of the sprite you made.

Last Edit: July 04, 2011, 02:28:42 am by Shamrock
Re: Convert to 256 colors and pallete map with GIMP
#3  July 04, 2011, 04:43:29 am
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Thanks for the help but the part that I need help on is kinda before that part...

Let me try to rephrase what I said.

The part that I am confused about is converting the sheet to 256 colors. Not the pallette yet.

When I convert the sheet using indexed color mode with 256 max colors, I get the color map as the screenshot shown in the first post.

But the color map shown in the screen shot in the narutorial only shows 16 colors.

Once I start croping the sprites and loading them into FF, the transparency works fine.

However, there would be a pink outline after the regular black outline.



I'm not having trouble with the transparency, I am having trouble with converting my sheet of sprites to 256 colors.

I was able to successfully convert it to 256 and get the color map as shown in the tutorial some months back, but I don't remember how to do it now.

I probably forgetting to do something along the line.
Re: Convert to 256 colors and pallete map with GIMP
#4  July 04, 2011, 04:57:59 am
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It looks like something got blurred. you should check the sprite sheet to see if the sprites are blurred.
Re: Convert to 256 colors and pallete map with GIMP
#5  July 04, 2011, 05:06:31 am
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I am using the sprite sheet that came included with the narutorial.

The time when I successfully did it, the sprite weren't blurred...

But now they are?  :-\
Re: Convert to 256 colors and pallete map with GIMP
#6  July 04, 2011, 06:08:48 am
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you can always use another character if you weren't trying to make naruto.
Re: Convert to 256 colors and pallete map with GIMP
#7  July 04, 2011, 08:31:07 am
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It's just a learning process more than anything. In order to achieve the above mess though, has the sprite become a jpg somehow? I'm sure i uploaded a non-paletted .png image.

I can't fix it right now, FTP is busted but it ought to be a normal sprite with 32bit depth for people to cut down.


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Convert to 256 colors and pallete map with GIMP
#8  July 04, 2011, 08:33:13 am
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I didn't want to point out something happening to the source image because I know you haven't touched it in a while.
This is all very strange.
Re: Convert to 256 colors and pallete map with GIMP
#9  July 04, 2011, 09:07:55 am
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Pardon me, this is kinda my fault.
I got it fixed now.

Before, I copied and pasted the sprite from MSword into GIMP which somehow reduced the quality of the sheet.

Just now, I tried saving the image from MSword into a .bmp and loaded it into GIMP, then converted it.

It pretty much worked fine after that.

So yeah, my bad on confusing you guys. Sorry about that....
...

....

However, I did noticed this line in the narutorial...  --;
Cyanide's Narutorial said:
Copy paste it into PSP so you can follow along.
You probably wanna change that Cyanide, to "Save the image as and load it into PSP" or something along those lines, sometime in the future perhaps.

The sprite sheet blur that I got seemed to be produced from directly copy and pasting.

But maybe it is because I used a different program than PSP? :-\

Anyways, thanks for tryin' to help guys.
Re: Convert to 256 colors and pallete map with GIMP
#10  July 04, 2011, 09:12:13 am
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If you are using bmp make sure you rearrange the colormap in gimp. Just like I showed in the pics. If you do not, one of your other colors will be transparent when you make a pallet and you will have to fix it for each sprite. In other words, rearrange it, then test it in FF before you make another sprite, or you will be giving yourself more work.
Re: Convert to 256 colors and pallete map with GIMP
#11  July 04, 2011, 09:22:34 am
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Nah, shouldn't matter. PSP, photoshop, gimp. All are perfectly reasonable for paletting. If shamrock tells you to use a bmp, hit him over the head. My bad for not providing the sprite itself. I'll fix it.

IF I GET MY FTP BACK VAL!


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Re: Convert to 256 colors and pallete map with GIMP
#12  July 04, 2011, 09:33:32 am
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Don't listen to Cy. Gimp uses a different file format for Pallets. Even if you save as an act file, it will mess up.

Save as bmp, index the colors, rearrange the color map as shown, save as, import sprite into ff, open the image in the pallet, view the image using the pallet, click the transparency button, if the background goes away, save as the pallet, exit fighter factory, cut out the next sprite, paste it over the first sprite, save as, now both sprites use the exact same pallet, repeat until you have all the sprites, import the sprites into fighter factory, use the pallet that you created with the first sprite, and all will be good in the world.

PS. To make more pallets, recolor the original sprite, import, use ff to make another, and that pallet will work with all the other sprites you created.
Re: Convert to 256 colors and pallete map with GIMP
#13  July 04, 2011, 09:43:47 am
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I was able to successfully get the transparency to work... (For the time being.)

Which was something I couldn't do the last time I tried and caused me to rage quit some months back.

Thanks all.
Re: Convert to 256 colors and pallete map with GIMP
#14  July 04, 2011, 09:44:34 am
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... You don't save the bloody thing as an act file as it is. You make sure you have created a proper palette. You then SAVE that palette so you can apply it to your sprites. If you are unwilling to use something like pal2act in cmdline you can use FF to load a pre-paletted sprite and save the .act from that.

Pasting sprites over other sprites? If you're using correct axis you ruin it, and it's WAY more work than simply loading a palette onto a sprite again. I do this in paintshop pro 7 and it's blindingly easy. (Easier actually cos i script it and batch process, but that's beside the point really)


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: Convert to 256 colors and pallete map with GIMP
#15  July 04, 2011, 09:50:31 am
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Yes but when he makes the next sprite in gimp, he would have to rearrange the colormap again if he doesn't do that. If you have 300 sprites. That is more work, when if you are cutting sprites from a sheet you have to "save as" anyway.

You can't use act files in gimp.

oops I take that back looks like gimp 2.2 you can use the act files.

http://docs.gimp.org/en/gimp-introduction-history-2-2.html

Things have just got easier for us Gimp users.
Re: Convert to 256 colors and pallete map with GIMP
#16  July 04, 2011, 09:53:35 am
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Actually, the way I did it was applying the color map to the entire sprite sheet after converting the image and arranging the colors...

Then individually cutting out the sprites and loading them into FF.

Once I loaded in the first sprite, I use the "Open the current image" button and load the pallatte/color map from the sprite...

Then I saved the .act file as it was.

Seems to be working pretty well for me so far.
Re: Convert to 256 colors and pallete map with GIMP
#17  July 04, 2011, 09:55:40 am
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I am surprised that it kept the same colormap for each one that you made, but gimp is improving so there ya go.

And as you can, bmp worked fine if you rearrange the colormap.