Well, does the BuildChar react to the new images properly?
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Wut?
How about giving it a try yourself?


Still too many colors on select tiles. You can't pass straight bitmaps to a tile based system and expect it to work, you have to work on the pictures.

1710080222386357.png
That means, I`ll have to divide images into a parts, then to reduce a colours of this parts, and after that to stick this parts together to the whole image again?
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The method is up to you, but your pict must match the hardware specs of 15 colors + transparency per 16*16 tile.

You probably want to put elements on different layers in this case.
VasiliyFamiliya, I never used BuildChar but you should try DATimage to quantize an image.
blastar (./364) :
VasiliyFamiliya, I never used BuildChar but you should try DATimage to quantize an image.

After passing the images through the DATimage (using only -mtc16 command) BuildChar still complains about color overload in some tiles:

tromb Fichier joint : Se7o
tromb Fichier joint : YE6Z
tromb Fichier joint : Ji7E
tromb Fichier joint : ILDG

An old images by the link has been replaced with an images which are genereted by DATimage.
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check 'DATimageReference.pdf'
use '-mtc15' because you can use only 15 colors (15 + transparent = 16colors) per tile
blastar (./366) :
check 'DATimageReference.pdf'
use '-mtc15' because you can use only 15 colors (15 + transparent = 16colors) per tile

Thank you! The converters works properly now.
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But there is a one more important question - how to define the base sprite and palette # during a picture initializing?
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I found an information in the DATimage document that the frames for FMV demo sample was taken by using Adobe After Effects. Please, prompt me, how to "slice" a video to frames in AAE - I`m going to convert some own videos to NG.
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