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V2k or higher Hi-Color question... Displaying 1-18 of 18 total.
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BladeDragon
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Alright, I won't make this a long-winded question, but I couldn't find an answer to it in any of the documents posted either here, or on Verge Source. When using a Hi-Color capable Verge, how do you go about making a tile set(VSP, I'm assuming still, unless hi-color has a different extension), or a character into hi-color? I've tried just loading hi-color tile sets via import PCX in the newest version of Maped, and since my method didn't work (;p) I wanted to know if anyone else had been fiddling around with hi-color verges and could answer this small question. Also, if there IS a document file that covers these questions that I missed, if anyone could throw a link, or tell me which subcategories to find them in, I'd appreciate it. Thanks again.
~Blade Dragon
The Realm of Trebezia Quote of the Day --
"Life is the result of two dynamic opposites constantly battling for dominance......
Light and Dark.... Good and Evil.... Form and Chaos...."
Posted on 2001-04-16 21:12:52
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grenideer
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although there is a beta version somewhere of WinMapEd that does.
Posted on 2001-04-16 23:15:57
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TheGerf
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The newest WinMapEd supports high colour vsps, but I think its still too rough to use... I think with the v2.6 engine files there is also a BMP2CHR utility or something. Haven't used it but I'd assume it make high colour chrs.
I don't believe there are any good docs lying around though...
TheGerf, not just any gerf.
Posted on 2001-04-17 03:13:17
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jesusfreak
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Also, when are you going to make an import image as leyer function for Winmaped? That would be sweet!
hicolor maps made ez and graphically better ! ! !
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Posted on 2001-04-17 03:35:54
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BladeDragon
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If that's the case, then how could people be making hi-color games? Several documents have pointed to whether or not to choose hi color over low color verge, which is all fine and good, but surely there's SOMETHING that lets you make hi color maps, wasn't that the point of Speed Bump's V2+i? I know it's been a long time since that was out, and V2K and all things later claim to support hi color, and I've seen people post works that they write as being done for hi color verge. Maybe you're right though, but I'm just hoping that Hi Color Verge isn't restricted to sketchy at best Betas, I thought there was a set method established already to impliment hi color into maps/VSPs/PCXs/CHRs. Thanks for the info though, because if you're right, I honestly was not aware that hi color maps were only in the development stages.
~ Blade Dragon
Posted on 2001-04-17 05:20:55
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el_desconocido
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I think the real advantage to the various 16 bit verges, is the ability to have multiple palettes onscreen at once. Each map may use it's own palette, and with 16 bit .chrs (theres a chr editor written in verge that I think can convert them, for sure chrmak16.exe makes 16 bit chrs from .bmps and works just like the 8 bit version) you don't need them to match the map, nor one map to match another, palette-wise. Also, you can blit 8 or 16 bit graphics on top of the map for spell effects, explosions, etc.
There is some method of making your maps in maped, then using bmp2vsp.exe to make the 16 bit .vsp, and verge will use that, but since all my maps are pre-rendered, my cutting and pasting them into the required 20 tile wide, single pixel grid is all but impossible.
The good news is, tSB is screaming along on v2.7, so with luck he'll have a 16 bit maped (or equivalent) up and running soon.
Lastly, there is a .vc library at tVS that lets you blit 16 bit tiles in place of the map for true 16 bit maps, but I haven't really looked at it.
Personally, I'm just going to wait for v2.7.
Hope that helps!
Paul
-Pontifex
"How many rocks are there, in the whole world?"
Posted on 2001-04-17 06:30:32
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BladeDragon
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Yours shined quite a bit of light, actually, thanks tremendously. =) The big question I was going to ask, is that you mentioned some form of verge allowed you to have a palette defined by the map. If this is so, how do you go about making your palette-based map? Say, for instance, if my current map of Rubin's Glade, consists of 52 colors not a part of the Verge palette, but that particular tile set on my PCX only has those 52 extras (Chosen from 16 bit, but obviously would not require 16 bit color to make them work), how do I go about making this into a map as you suggested? I only know of Maped, and WinMaped v.99 as being the only tile editors/placers/VSP handlers that Verge has. If you know of what steps I need to take to make my tile set into this palette-defining VSP, and then what version of Maped or other program I would need to impliment it, I'd appreciate it. Thank you again for giving my game the doorway. ;p Now just to found that blasted key....
~Blade Dragon
Posted on 2001-04-18 01:09:36
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Praetor
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Mention it again and I'll rip your throat out...
Praetor - Strong enough for a man, but made for a woman.
Posted on 2001-04-18 13:23:23
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Praetor
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If you want to make an 8-bit map, then you can use the old DOS-based MapEd. That is, after all, what it was designed to do.
The problem is, though, if you are using VERGE in 8-bit mode, you need to choose a set of 256 (and ONLY 256) colors that you want to use for not only your maps, but also your CHRs and any other images you use.
**** note: it's possible to use a different palette for each map, but then you need a version of your CHR files and any other images for every palette you use, and you need to make sure you load the correct one with each map ****
Praetor - Strong enough for a man, but made for a woman.
Posted on 2001-04-18 13:30:14
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el_desconocido
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If you use 16 bit .chrs in a 16 bit verge, each map may use it's own pallette, and the 16 bit .chrs display fine in each map. Verge is perfectly happy with 8 bit maps in 16 bit (hicolor) mode.
To add the custom palette to each map, if you have a .pcx of your map's tileset (or any .pcx with that palette, here's how. Press [ctrl] (in maped, with your map open) to open tile-ed. Click 'import pcx', and select your tileset.pcx. Choose either method, and you'll see your image with the correct palette. Press [esc] (twice), because we aren't really importing tiles, that's just the only way to make maped add your palette to the .map file.
Any 8 bit .chr will use the palette of whatever map it is on, but 16 bit .chrs display perfectly fine.
-Pontifex
"How many rocks are there, in the whole world?"
Posted on 2001-04-18 14:47:32
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Praetor
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If you'll read my post I said:
"..., if you are using VERGE in 8-bit mode,..."
In which case, 16-bit CHRs cannot be used...
Praetor - Strong enough for a man, but made for a woman.
Posted on 2001-04-18 15:30:05
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BladeDragon
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First of all, thank you both, because both of you helped to make this work. Now, here's my big question. I've now got a map that I saved as it's own 256 color palette, allowing it to work perfectly in Maped 2.X (whatever the non-winmaped, yet more recent then V1's maped is). After fiddling around with it, it does everything perfectly except for shadowed transperencies, but that's something I can deal with. My main question to you both is now this, if I make all of my characters and entities hi color (that is, lay them all out in bitmap animation cells and so forth), and use, as one of you suggested, the hi color chrmak.exe, then will I be able to maintain all color qualities of my chrs (all original verge palette), yet also be allowed a defined 256 palette for every map, yet still be able to mix and match them over and over throughout the course of the game, without any palette problems. Thank you both tremendously for this help.
~Blade Dragon
Posted on 2001-04-18 22:30:35
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el_desconocido
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To sum it up, yes. If you're in 16 bit, and all 16 bit .chrs will always display fine. Also any map will use the palette you applied via maped. Any 16 bit .chr can go from a verge palette map, to a non-verge palette map, to yet another different palette map, and the .chr will look fine, and the maps will look fine too.
Also, all images, like for effects, text boxes, menu etc. may use any combination of any palette 8 bit or no palette 24 bit images.
Basically, with 16 bit .chrs, and hicolor mode, ingnore the palette. No need to palettemorph(). (in fact it's disabled, so does nothing anyway)
Hint: make palette index 0: rgb 255,0,255 (hot pink), it's the default transparency color. Also, re-paint tile zero with a new black color that is NOT color index 0.
-Pontifex
"How many rocks are there, in the whole world?"
Posted on 2001-04-19 00:25:08
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el_desconocido
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Dang that's a short title limit. (NT)
-Pontifex
"How many rocks are there, in the whole world?"
Posted on 2001-04-19 00:28:12
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Hatchet
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Even in 16 bit mode, PaletteMorph still works, useful for screen tinting and fades. Only difference is that you need to use Showpage to see the changes unlike the 8-bit version. Many people aren't aware of this it seems. :)
-Hatchet
-Hatchet
Posted on 2001-04-21 13:42:45
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TheDeveloper
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<Mention it again and I'll rip your throat out...
Now now, be nice. After all blood is very hard to get out of carpeting.
-The Developer "[About ff4] ff4(2)] Aaaahhh... great game, great characters, great story, great music, BAAAAAAAD graphics."
Posted on 2001-04-21 22:08:02
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andy
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'Never confuse a single defeat with a final defeat.' -F. Scott Fitzgerald
Posted on 2001-04-21 22:59:39
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Praetor
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fuck off
Praetor - Strong enough for a man, but made for a woman.
Posted on 2001-04-24 21:44:52
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Displaying 1-18 of 18 total.
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