You need to unpack them before you can look at them.Strapon2 wrote:is there anyway to view the charactor sprites? i cant find them anywhere
Latest redviewer (1.6.0.17).
- requiem_for_a_starfury
- Hero of the Wastes
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- Red
- Hero of the Glowing Lands
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Did you want the original colours or what?Jinxed wrote:Is there any way to save with background transparency or without one at all? I'm talking about frm inventory files.
Technically, apart from the colour shift of course, my viewer preserve the colours. It just sets the alpha layer to 0 (transparant) when it encounters colours set to 255 or 128, so all you need to do if you don't want to use the alpha layer is remove it in whatever editor you're using... put it back to RGB indexed... Of course you'll need to make tsure that the "Anti Alias" option is off.
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- Max-Violence
- Wandering Hero
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Dunno if this has been posted before, but when I open up one of Req's new blood tiles, tick "Ethereal," and Save, your the prog crashes with:
However, if I do the change and do Save As and give it a new filename (i.e. blood1eth.til), everythin's fine (although I dunno if the tile actually works in the game, but I'm guessing it does).
Just thought I'd give ya a heads up, Red ol' buddy ol' pal! *psst sprite editing!*
EDIT: It also happens if I don't make any changes and do Save, and it happens with the tiles that come with the game (the one I used was on of the corrugated wire fence tiles). My guess is that there's something wrong with Save that isn't wrong with Save As... Maybe the parsing of the filename is whacky?
Code: Select all
Run Time error 32
Bad file name or number
Just thought I'd give ya a heads up, Red ol' buddy ol' pal! *psst sprite editing!*
EDIT: It also happens if I don't make any changes and do Save, and it happens with the tiles that come with the game (the one I used was on of the corrugated wire fence tiles). My guess is that there's something wrong with Save that isn't wrong with Save As... Maybe the parsing of the filename is whacky?
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
- requiem_for_a_starfury
- Hero of the Wastes
- Posts: 1820
- Joined: Tue Oct 29, 2002 11:13 am
Hmm I've just discovered that as well, and if I use Save As and overwrite a tile I then can't open it in Redviewer or the Level editor, If I want to keep the same name I have to save it in a different folder and then replace the original. Something similar also happens when trying to rename a tile in explorer, so maybe you just can't edit a tile.Max-Violence wrote:Dunno if this has been posted before, but when I open up one of Req's new blood tiles, tick "Ethereal," and Save, your the prog crashes with:
However, if I do the change and do Save As and give it a new filename (i.e. blood1eth.til), everythin's fine (although I dunno if the tile actually works in the game, but I'm guessing it does).Code: Select all
Run Time error 32 Bad file name or number
Just thought I'd give ya a heads up, Red ol' buddy ol' pal! *psst sprite editing!*
EDIT: It also happens if I don't make any changes and do Save, and it happens with the tiles that come with the game (the one I used was on of the corrugated wire fence tiles). My guess is that there's something wrong with Save that isn't wrong with Save As... Maybe the parsing of the filename is whacky?
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Twisted by knaves to make a trap for fools,
- Red
- Hero of the Glowing Lands
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Oh, you WANT the transparancy. Well, you need a pic editor that properly supports TGA format and it's alpha layer and then save it into a GIF.
PS: I'll be looking at the "Save As..." bug as soon as I have time.
[edit] Ok, the bug is found and nailed. The problem was that I made a mistake in the Save routine for TILs and it uses a different procedure when using "Save As...". So meanwhile, use "Save As..." as it should work even if you overwrite an older file.
Note that if you use Save, VB actually creates the file and then crashes - which means it effectivly deletes the orginial! (saving in it nothing). I have VB. Anyway, don't "Save" until I make a patch. My program doesn't handle invalid files properly, this is why it then crashed when loading a "Save"d file.
updated revision history:I'll put this one up as soon as I can can as I think this is a major bug...
PS: I'll be looking at the "Save As..." bug as soon as I have time.
[edit] Ok, the bug is found and nailed. The problem was that I made a mistake in the Save routine for TILs and it uses a different procedure when using "Save As...". So meanwhile, use "Save As..." as it should work even if you overwrite an older file.
Note that if you use Save, VB actually creates the file and then crashes - which means it effectivly deletes the orginial! (saving in it nothing). I have VB. Anyway, don't "Save" until I make a patch. My program doesn't handle invalid files properly, this is why it then crashed when loading a "Save"d file.
updated revision history:
Code: Select all
- FRM Fixed Anti-aliased rendering not centering properly
d Fixed up the readme again a bit, updated some URLs
- Updated Copyright notice for 2003
- Disabled Flagswhen starting the application as selecting them would crash
- TIL Fixed bug where you couldn't "Save" them (though "Save As..." worked)
(Max-Violence, requiem_for_a_starfury)
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- Red
- Hero of the Glowing Lands
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The background colour is set by the original picture.
The colour you specify in the viewer is just the background colour and has nothing to do with what you specify in my viewer.
YOU NEED AN EDITOR THAT CAN HANDLE PROPERLY THE ALPHA LAYER IN TGAs.
Either that or revert the image back to indexed and tell your editor to use the proper colour as a background.
BTW, the DirectX8 background colour conversion problem is fixed...
The colour you specify in the viewer is just the background colour and has nothing to do with what you specify in my viewer.
YOU NEED AN EDITOR THAT CAN HANDLE PROPERLY THE ALPHA LAYER IN TGAs.
Either that or revert the image back to indexed and tell your editor to use the proper colour as a background.
BTW, the DirectX8 background colour conversion problem is fixed...
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