Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: CMK2901 on Wed 27/09/2006 23:07:06

Title: Walk masks behaving strangely...
Post by: CMK2901 on Wed 27/09/2006 23:07:06
I've created a walk area mask.  It is for a 640x480 room, but the file IS 320X240.

The mask consists of the black for transparent parts RGB(0,0,0), and blue for the walk area RGB(0,0,255).  The mask is 16 colours for a high color game.

At first, I imported it as a .PNG file, which had the strange result of making the black area of the mask walkable and the blue section not.  The help file says BMP or PCX, so I tried those.

When I import the .PCX, the editor says the file is corrupt.

When I import the .BMP, it works fine, but it doesn't use the right color; I used blue in the mask, and the editor assigned the walkable area to light red (255,0,0).

I mean, with the BMP file, it still works, but I was wondering if there was something I might have done wrong, or if this is a problem with the editor.

Thanks!
Title: Re: Walk masks behaving strangely...
Post by: Khris on Wed 27/09/2006 23:57:38
Just use the paint bucket/delete tool to adjust the areas to your liking.
The color in the mask pic isn't important, since the palette index is used.
Title: Re: Walk masks behaving strangely...
Post by: Sparky on Thu 28/09/2006 01:47:38
I had the same issue. To add to KhrisMUC's reply, you can also tweak the colors before importing to ags. Once you set your color to indexed, have a look at your palette. Whatever color is in the first slot will become walkable area 0 (black). Whatever color is in the second slot will become walkable area 1 (blue), and so on. Even if you use purple and fuschia in your paint program, you will get black and blue in AGS.

You may find that colors aren't in the slots they need to be in. As KhrisMUC said, you can use the paint bucket tool to make any necessary adjustments. I hope that helps!