|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: *.sti editing / creating new graphics[message #224455]
|
Tue, 30 June 2009 20:58 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
|
|
Khor1255 |
![](/images/ranks/sergeant_major.png) |
Messages:1817
Registered:August 2003 Location: Pleasantville, NJ |
|
|
Oh!
That is a simple sti problem. I am fairly certain someone has already said it but you have colours in your palette that do not match the image. The way the image appears in your editor or even in sti edit is different than the way it will appear in game. Pixels either too dark, too light or too close to what the sti considers another colour will appear incorrectly. This is all you need to fix.
Send your work to my e-mail address and - if you like - I will take a look.
EDIT
I know it is frustrating when sti edit even deceives you with it's palette representation. The only way to fix this is by trial and error (i.e. keep adjusting and testing in game until you get it right. There are a few here on these boards who are good at pallet swapping but the above method will work.
[Updated on: Tue, 30 June 2009 21:07] by Moderator Report message to a moderator
|
Sergeant Major
|
|
|
|
Re: *.sti editing / creating new graphics[message #224463]
|
Tue, 30 June 2009 21:49 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
|
|
Lexx |
![](http://thepit.ja-galaxy-forum.com/images/avatars/default/203.jpg) ![](/images/ranks/corporal.png) |
Messages:62
Registered:June 2009 Location: Germany |
|
|
Mah, I hate working with limited color palettes. : / I mean, sometimes it is pretty usefull because with only less work you can make a image looks like it belongs to the game by default.. but sometimes it is just annoying.
In dotNET sti editor the image looks like in sti-edit, I can't see a difference there (also if I press "play" to see how it looks ingame).
The images are in this file. It would be nice if someone could take a look at it and see if it is really just me and the way I saved the image.
Because, well, like I wrote above, if I don't name it "truck.sti" and overwrite the existing image with it, then ingame the colors are correct. So my assumption is that the game takes the graphic from the sti file but the color palette from some other place. But I am not experienced enough with the JA2 engine to say if this is really the case or not, etc.
[Updated on: Tue, 30 June 2009 21:50] by Moderator Report message to a moderator
|
Corporal
|
|
|
|
|
|
|
|
|
|
Re: *.sti editing / creating new graphics[message #224476]
|
Tue, 30 June 2009 23:19 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
|
|
Shanga |
![](http://thepit.ja-galaxy-forum.com/images/custom_avatars/2.png) ![](/images/ranks/captain.png) |
Messages:3480
Registered:January 2000 Location: Danubia |
|
|
1. You said with a random name the STI looks fine in game, right?
2. Once you "borrow" the name from a generic STI you get wierd pallete, right?
3. Hence it's not a color problem, it's a name conflict.
PS: I opened your truck.jsd in dotnet editor and it's quite way off, check it yourself.
TEST 1. Initial load test
![http://www.ja-galaxy-forum.com/shanga/truck.jpg](http://www.ja-galaxy-forum.com/shanga/truck.jpg)
1. I opened truck.sti from 0
2. I pasted your bmp at the end of the browish truck (twice since original file has 2 frames)
3. I put the edited sti in /tilesets/0 and fired up editor
4. I changed tileset to 16 (!!! watch this...check what follows now...)
5. ...although truck.sti is in 0, it shows up as debris in all tilesets.
6. Hence i was able to place the edited image.
Background is bad cause your image had it green lime, truck had it black. Direct Paste convered the colors and it resulted in green turning to grey. But that's beside the point, the rest of the image looks ok.
TEST 2. Making a mess
What happens when game/sti images are done in Truck pallete and you apply a new pallete over them files? Like yours, with lime green bg. I replicated the process using STIedit, don't even need the game. Looks familiar?
![http://www.ja-galaxy-forum.com/shanga/truck_bad.jpg](http://www.ja-galaxy-forum.com/shanga/truck_bad.jpg)
1. I opened the edited TRUCK.sti (it has the original Truck pallete, as I said)
2. I loaded and applied YOUR pallete (exported from the STI you uploaded)
3. Total messup.
4. This is exactly what happens in game.
I will reproduce exactly now the steps needed to get YOUR image in truck.sti with YOUR pallete. I'll be done in 5 min, brb.
TEST 3. How it's done safely
![http://www.ja-galaxy-forum.com/shanga/truck_good.jpg](http://www.ja-galaxy-forum.com/shanga/truck_good.jpg)
1. I already had YOUR pallete exported from STIedit as Sirtech Pallete (new.stp)
2. I fired up STIedit and picked New STI option.
3. It asked me if I want a multipage STI, yes (JSD has 2 slots)
4. It also asked me if I want to pick a pallete, I said yes, and pointed to your pallete (new.stp)
5. I copied your vase from your STI and pasted it in my file (twice, to make 2 frames)
6. I saved the new TRUCK.STI and put it in Tilesets/0
7. I fired up editor, changed to tileset 16, picked rocks (2), placed your vase
8. Shadow is all wrong cause of truck, but colors seem perfect to me.
Next... testing your original sti.
TEST 4. Laughing my arse and smacking my head against the table
![http://www.ja-galaxy-forum.com/shanga/truck_lex.jpg](http://www.ja-galaxy-forum.com/shanga/truck_lex.jpg)
1. Took your original unaltered truck.sti
2. Placed it in /0 (not /16!!)
3. Fired up editor, changed Tileset to Lawless (16)
4. Placed both your vases.
5. They look perfect
Next..conclusions...
5. What you did wrong
All you did wrong was to leave a Truck.sti in 0 and place your new file in /16. This caused a conflict between the two palletes, since both STI files were loaded at once.
So remember always to check for a primary file in /0. If it's there it WILL be loaded. Your options are:
A) you edit that file and take the risk of ALL tilesets where the edited object is placed to have a vase instead of a truck
B) you create a new STI and a new JSD from scratch
C) you edit files specific to each tileset and not present in 0.
NOTE: Be carefull with the number of frames if the file is an object with JSD. You need to replicate the exact number of frames. You also need to know what you're replacing. If you're replacing a door with a vase, it's obviously a bad thing, cause the JSD for door is more complex.
So you did it all right when editing the file. I recommend you study the JSD editor and write a detailed documentation of your experiments. If you manage to use it to create a good pair of STI+JSD you'll be helping a lot of aspiring modders.
[Updated on: Wed, 01 July 2009 05:36] by Moderator Report message to a moderator
|
|
|
|
|
|
|
|
|
|
|