fodev.net

FOnline Development => General Discussion => Topic started by: FrankenStone on October 22, 2014, 03:25:34 am

Title: Need Help with editing some simple Tiles
Post by: FrankenStone on October 22, 2014, 03:25:34 am
Hi guys i was tryin to mak a tile which connect the road06 and road07 tiles , my problem now is that my edited tile is much brighter than the other ones and i dont know why .

i have converted the original .FRM from the master.dat to .PNG files ,to edit them . i have edited them with gimp exported in .PNG and now have the problem with the brightness .

here is a screenshot : http://www11.pic-upload.de/22.10.14/1tala85tw33.jpg
Title: Re: Need Help with editing some simple Tiles
Post by: JovankaB on October 22, 2014, 09:04:31 am
Most likely the FRM->PNG converter made it too bright, because of wrong palette or wrong light level. Try another converter or check if there is an option for light level in the one you use. For another converter, I suggest to try Titanium FRM Browser, you can right click image brosed by it to save the FRM file in another format:

http://www.nma-fallout.com/downloads.php?do=file&id=1369

As far as I remember it worked OK for me.

Second posiblity is that Gimp does something with the colors due to wrong color management settings (if it has any).
Title: Re: Need Help with editing some simple Tiles
Post by: Rikers on October 22, 2014, 10:59:04 am
Yeah, most likely gimp issue. I recommend using titanium frm browser for saving as bmp, then photoshop & pallette for editing, then converting back to frm with frame animator or pixote's tile cutter - it always works fine for me. Oh yeah, and save the edited gfx as gif (if you want to convert them back to frm that is), strange things happen when using png's.
Title: Re: Need Help with editing some simple Tiles
Post by: FrankenStone on October 22, 2014, 11:10:43 pm
thx guys , also do somebody have a working color palette file from fallout for adobe photoshop cs2 ?
Title: Re: Need Help with editing some simple Tiles
Post by: JovankaB on October 23, 2014, 08:26:21 am
https://dl.dropboxusercontent.com/u/3880395/foPalette.aco
Title: Re: Need Help with editing some simple Tiles
Post by: FrankenStone on October 23, 2014, 12:48:11 pm
thx alot , yeah ive managed to get it done with the new converter , looks good ... thx for your help ladies and gents

looks pretty legite to mme :P

(http://www11.pic-upload.de/29.10.14/bt8shjcictzl.jpg) (http://www.pic-upload.de/view-25082849/Prettywell.jpg.html)
Title: Re: Need Help with editing some simple Tiles
Post by: FrankenStone on November 01, 2014, 06:10:15 am
ok now i have new problem , i made new 4 tiles for roof , i named them lvl061, 062 and so on but when i try to find them in lvl folder i only fin one , the first one ... any one can help me how to get the other ones to work ?
Title: Re: Need Help with editing some simple Tiles
Post by: JovankaB on November 01, 2014, 11:15:00 am
Check my answers in this thread:
http://fodev.net/forum/index.php/topic,29388.msg
Title: Re: Need Help with editing some simple Tiles
Post by: FrankenStone on November 01, 2014, 11:57:25 pm
never mind ive figured out that i named the tiles wrong instead of levl i named them lvl xD
Title: Re: Need Help with editing some simple Tiles
Post by: JovankaB on November 02, 2014, 02:31:11 pm
The prefixes for roof and floor tabs (and proto ids for other tabs) are defined in tabs.cfg file.
Title: Re: Need Help with editing some simple Tiles
Post by: FrankenStone on November 03, 2014, 06:09:16 pm
any chance to mod that Slime tiles ? because when i save them as bmp from masterdata they have white holes in it where i suppose are animated pixels are , any chance to edit that slime tiles ? because no matter with which programm i open that frame i always get that blank pixels in it ...
Title: Re: Need Help with editing some simple Tiles
Post by: FrankenStone on November 06, 2014, 05:38:27 pm
ok i see that animated pixels are hardcoded :/ well i have another question , some of scenery stuff ive done and tiles have blue color around them when i zoom on them , anyone one why thats happening because it should be transparent at least , its just one sorrounding line when i zoom in ...
Title: Re: Need Help with editing some simple Tiles
Post by: Lexx on November 07, 2014, 05:36:43 am
It's a transparent graphic issue. The only way to get around of it is to change the blue transparent part of the image to e.g. black (black color where the alpha channel parts are). Then the borders will be black ingame, but at least it looks better than the blue color.
Title: Re: Need Help with editing some simple Tiles
Post by: FrankenStone on November 07, 2014, 05:28:34 pm
so there is now way to pretend this because other tiles i made looking perfect without even a colored outline , also how to change color of that transparacy alpha channel ? im using GIMP
Title: Re: Need Help with editing some simple Tiles
Post by: JovankaB on November 07, 2014, 06:25:13 pm
Instead of alpha channel try to use solid blue color for transparency (RGB:  0, 0, 255)
Title: Re: Need Help with editing some simple Tiles
Post by: FrankenStone on November 08, 2014, 01:12:16 pm
Instead of alpha channel try to use solid blue color for transparency (RGB:  0, 0, 255)

yeah i figured that out but im wondering some devs said that cvet removed that 0 0 255 blue in future SDK for transparancy , but i thought that lisaac said that its still working if the bitrate is 8 bit , dunno what i should think of it :D
Title: Re: Need Help with editing some simple Tiles
Post by: JovankaB on November 08, 2014, 02:36:46 pm
No idea then. In the worst case you can try to convert it to FRM.
Title: Re: Need Help with editing some simple Tiles
Post by: lisac2k on November 08, 2014, 09:09:09 pm
yeah i figured that out but im wondering some devs said that cvet removed that 0 0 255 blue in future SDK for transparancy , but i thought that lisaac said that its still working if the bitrate is 8 bit , dunno what i should think of it :D

For the sake of compatibility with older games (Fallout 1/2) and their formats (FRM) the support for 8-bit graphics and the per-pixel-transparency was/will never be removed. It shall always be a part of the SDK and the FOnline Engine. Currently it works fine, along with the support for advanced formats with the transparency defined in a layer, e.g. PNG.

Please be aware that some FRMs made by Black Isle Studios were rendered on a blue (0,0,255) background with anti-aliasing on, causing the black artifacts on edges. I think some chairs have this problem, you may want to check them out yourself in order to understand the issue.

Basically, there are two approaches to the issue of custom made graphics:
1) FRM: be sure to turn off anti-aliasing during rendering and check out the background transparency colour during conversion
2) PNG: can be rendered with or w/o anti-aliasing, no conversion needed

I would advise against BMP format due to its size and bad flexibility, try to avoid it - if possible. PM me if you need any help.