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Posted: Sat Apr 12, 2003 5:17 pm
by requiem_for_a_starfury
Strapon2 wrote:is there anyway to view the charactor sprites? i cant find them anywhere
You need to unpack them before you can look at them.

Posted: Sat Apr 12, 2003 9:59 pm
by Red
Jinxed wrote:Is there any way to save with background transparency or without one at all? I'm talking about frm inventory files.
Did you want the original colours or what?

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.

Posted: Sun Apr 13, 2003 8:18 am
by Max-Violence
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:

Code: Select all

Run Time error 32

Bad file name or number
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?

Posted: Sun Apr 13, 2003 9:36 am
by requiem_for_a_starfury
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:

Code: Select all

Run Time error 32

Bad file name or number
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?
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.

Posted: Sun Apr 13, 2003 11:54 am
by Jinxed
Red, what I basically want is this: Image

Instead of this: Image

Posted: Sun Apr 13, 2003 12:13 pm
by Red
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:

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)
I'll put this one up as soon as I can can as I think this is a major bug...

Posted: Sun Apr 13, 2003 3:55 pm
by Jinxed
Next question, anyway to change the background into something other than that pearly white?

Posted: Sun Apr 13, 2003 3:57 pm
by Red
Course, go into... Oh crap, you reminded me of a bug...

Well, anyway, go into rendering -> Background colour and choose something.

Note that in DirectX rendering I forget to "fix" the colours, so if you select anythign else then a shade of gray expect another colour to pop up instead.

Posted: Sun Apr 13, 2003 4:45 pm
by Jinxed
Bah, I'm trying to export a pic into a TGA file with a different background.

Posted: Sun Apr 13, 2003 5:07 pm
by Red
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...

Posted: Sun Apr 13, 2003 6:28 pm
by Jinxed
I was hoping I could take a major short cut with your program, guess not. I know how to work it all otherwise, but the process is a pain in the ass and some items require it done by hand.

Posted: Sun Apr 13, 2003 8:09 pm
by Red
I guess I should support an indexed format at least for FRMs. I was working on that a while back but DirectX gave me some trouble with palette management. What do you mean "having it don by hand", you make the shape of the transparancy by hand?

Which graphic editor program are you using anyway?

Posted: Mon Apr 14, 2003 6:30 pm
by Jinxed
PSP7.

I set the background trasparent, problem is, some pics have elements of the same white inside them... which creates holes. You can see it on the gauss clip if you look closely.