Issues with overlay FX getting a diffuse mess

Started by MIMK_MIKE, January 05, 2024, 01:51:26 PM

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MIMK_MIKE

Hi everybody, Mike here.
I'm working on a all "Metal Icons Mortal Kombat" for quite a while now.
The project started during the pandemic and I worked on it on and off.
All fighters are made from scratch in 3D, then rendered as classic sprites.
Moves and fatalities are song inspired, which is the most fun to create.
Here's a teaser of the main fighter roster!


Here's a quick video of all fighters:
https://live.staticflickr.com/video/53443934501/0d7c3eb6dc/1080p.mp4?s=eyJpIjo1MzQ0MzkzNDUwMSwiZSI6MTcwNDQ2MTI5NSwicyI6ImUwNTBkNTYxZDFmNmRjNGIwOTUzZDgyZWEyYzkwMTBhOGJhZGNiYTEiLCJ2IjoxfQ

I've 6000+ sprites ready of which most are just the basic moves of the 20 fighters.
While I was working on the 1st special moves I noticed a weird issue in Fighter Factory 3.
Overlay fx like lightning kind of exploding in a diffuse mess. I use KFM as base.
If I start a fresh new MUGEN fighter the FX are looking totally fine, but Fighter Factory won't let me
save it. The palette would be missing.

My KFM base for the fighters starts with:

Small select menu portrait: 9000, 0
Big select menu portrait: 9000, 1

Followed by stance: 0,0 and so on...
All normal sprites without added fx go in fine.
If I start to add special moves to 1000, 0... this mess starts.

Left is a new empty MUGEN fighter template, right KFM



PotS

You should add the effects as separate sprites. But to answer your question try saving the SFF as v2 then reopening it. Assuming that one's not indexed anyway.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.

MIMK_MIKE

#2
Thanks for the reply. I wonder why it looks fine if added to a fresh empty mugen fighter project? The palette looks a bit wonky too, but it's a bit hard to sort the colors.
In the palette editior the preview is fine too.

I did this on the new empty template:

Added the portraits
Added the 1st sprites to 0,0
Added more basicmove sprites and forced them to the 0,0 palette
Saved the palette as .act and inserted it into the sprites

And I still get the error: "SFT can't save without palettes" if I try to safe the fighter

xcheatdeath

at the bottom where it says "version 2.0.0.0" click that and change it to 2.0.1.0. im pretty sure thats why youre getting a palette issue

MIMK_MIKE

This was indeed the reason for the diffuse explosion of the fx. You rock! Many thanks.
Into which group should the separate fx go? 10.000+?

Odb718

The index of the palette wont matter; Just as long as it's not in the main sprite's default palettes.
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