RGB 0,0,0 always getting remapped on sprite import - solutions?

Started by Scavenger, Sun 22/09/2013 20:27:51

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Scavenger

I'm trying to import some sprites into my game, and they do have black outlines. Unfortunately, AGS goes absolutely ape when you try and import a sprite that has 0,0,0 in any slot that isn't the transparent one. If 0,0,0 is the transparent colour, AGS will absolutely mutilate the sprite's darker colours that aren't black. I changed the transparent colour to RGB magenta to see if that would help matters, but all it did was change the black on import to white. This is using "top left" transparency, so it really shouldn't be doing this to any of the colours, and I have an actual palette slot for black. AGS just seems to have it out for really dark colours.

This is killing my ability to carry on with my game, and I'm not sure what to do. I don't have my computer at the moment, so I can't use my regular paletted paint programs to fix the problem, but I still need to work on my game.

What is AGS doing to actively mutilate every 8 bit image you give it? Can it be solved? Are there any workarounds?

Edit: Opening the sprite in MSPaint (from the sprite editor) and pasting in the correct version seems to solve the problem. Something feels wrong about that solution.

Khris

I tried this and I got the same result: the black outline went white.
Then I loaded a room background, cleared the canvas, then drew a test sprite again, using the game room's palette. This time, the sprite was imported just fine (top-left pixel transparency, remap colors to game palette).

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