Import WalkBehind Template Woes

Started by Neutron, Sat 18/09/2004 11:05:44

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Neutron

I've done some searching through the forums, and tried various things to get this function to work with no success.Ã,  I have black for alpha, and blue for my map, and allthough I have tried to match the editors blue, I get an error upon import, that the colors are wrong.Ã,  Also, I tried to use the imported map as a template to do a flood fill on, but it just flooded the whole area, and ignored the color fields.Ã,  Any ideas on how I might go about this?Ã,  The reason i want to use an imported map, is, because, with a 3D program, it's quite easy to make one of a complicated object like a tree with lots of branches, or a bush, or grass or that sort of thing, whereas to do it by hand would be seriously time consuming.Ã,  Anyway, if I could get the right colors it would sure be handy.
<edit> I finally got it to work.  I made a shadeless bmp in blender using 3 cubes with 50% red, 50% blue, and 50% green, saved in photoshop at 8 bit, and imported, and it actually imported without error, and i was able to use the fill method after that.

davep

Do you mean the mask import? it has to be a 256-colour image, using the palette slot colours for each mask area.

monkey0506

If you want to match the exact palette of AGS, use screenshots and make a palette. i.e. Set the drawing color to 1 (blue), hit Prt Scr (print screen), open PhotoShop (or paint, or whatever), File, Paste, Color Picker tool, New Document, Custom size of whatever, fill tool, repeat. I have to go, but I hope this was not totally pointless...

Neutron

#3
I tried using the pallette from the editor, but it didn't work.Ã,  I don't know why, but i can only get it to work if I make the original in blender at the levels i described.Ã,  trust me i tried everything,...making the render in blender was my last desperate attempt, and i didn't even expect it to work, but thankfully it does.Ã,  Thanks for your suggestions.
<edit>
the main thread that i was following went like this:


I feel more comfortable doing the walkable areas, walkbehinds and hotspots (and regions if needed) seperately in Photoshop, where I can zoom in, make it precise.
My question is (yes, I know, about time lol) how do I know what color to choose for every new hotspot or walkbehind. That is, first is blue, then green then something red, I'm not sure using just any blue will work, and I know it's not good to work on colors that are too far in the list, since it's uncomfortable. Is there like, a list of which color is which color number in Photoshop or other programs?

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I don't think that any blue will work for the first color, it surely has to be match exactly (i.e. it has to have the right amount of Red, Green and Blue).

The easiest solution to that problem is making the region of any color, importing them to AGS and then using the room editor's fill tool to replace each of the colors you used with the ones availables in the room editor.

Of course that may not be the most effective solution, but I think it may let work until someones tells us exactly wich colors to use (I feel I'll also be needing that info soon
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Actually the colour doesn't matter at all. It helps if you are used to working with palletised images.. make a palletised image, colour 0 in the pallete is the tranparency colour (black in ags editor) and the walk behing numbers go up from there on the pallete.
You should probably set the colours of the pallete to something similar to how they will appear in the ags editor though, to make it easier for yourself.
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I use high-color, not the pallete, but here's an idea, maybe I can just take any empty room(or not empty doesn't matter
put a little color of each of the editing colors on it, and export it(you can export walkbehind masks right?) then open in Photoshop, use the 'eye' tool and write down every color's value in Photoshop.
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I just said.. the colours aren't important.

And it should be palletised even if you are using high colour, the walk behinds don't actually get drawn, the pallete is just so AGS can work out which number walk behind the colour is, so colour 1 on the pallete would be colour 1 on the walk behind in AGS.

It makes no difference if the colour 1 is pinkin your pallete and blue in ags, it's the pallete place that counts..
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Draw each walk-behind in high-color but try to stay as close to the primary Windows colors as possible. Next, convert to 16-color trying to match to closest color or even trty to match the Windows palette. Then, try to organize things a bit by using up the first colors instead of jumping around, like it will quite possibly end up doing.

For example, if you draw three regions, one in blue, one if purple, one in green, they might end up being slots 4,10, and 2. Try to change it so that only slots 1, 2, and 3 are used. It keeps things organized.

Then, save it as a .BMP file and import it into AGS.
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Ginny, Thanks for bringing this up and being persistent. It's something I have always wondered about but never got around to figuring out. I think this would make a good entry in a faq somewhere if any of the moderators are listening...

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is there a turorial on this?
<end>
anyway at least I have it working now.

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