PNG unkown pixel format?

Started by EviusPistachio, Wed 02/04/2008 04:09:44

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EviusPistachio

I've been using photoshop cs3 extended to make backrounds n such in png format but when I try to use them, ags says it is an unkown pixel format. i have been able to import bmps made with mspaint but using paint to make a decent looking picture is pretty annoying as you probably know. any help would be appreciated.
wow the plants look like DNA...
                                                        mushrooms are fun

Andorxor

You can save Pictures as BMP with Photoshop
 

Khris

Check the options in PS when saving the png. CS3 might be using a too recent version for AGS to open them correctly.
Alternatively, try the clipboard to get your stuff into AGS or check the big list of paint programs:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32234.0

FSi++

Quote from: KhrisMUC on Wed 02/04/2008 11:47:46
Check the options in PS when saving the png. CS3 might be using a too recent version for AGS to open them correctly.
Alternatively, try the clipboard to get your stuff into AGS or check the big list of paint programs:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32234.0

Clipboard won't transfer alpha channel iirc, as well as (duh) BMP.

EviusPistachio

I have copied and pasted images for character sprites but when you add a backround you have to select the actual file unless someone can tell me another way. And ive tried to save as bmp in photoshop but for some reason that option and some other ones are missing from the list when i try to save. its wierd.

*typed while dancing to mr roboto by styx* :)
wow the plants look like DNA...
                                                        mushrooms are fun

Andorxor

You could C&P from Photoshop into MSPaint and than save them
 

Pumaman

Could you upload one of these PNGs that AGS can't import so that I can take a look at it? Which version of AGS are you using?

EviusPistachio

#7
this isnt the image i was using before but i tried it and it does the same thing
I'm using version 3.0
ive also tried saving the image interlaced and not interlaced but i still get the same error
wow the plants look like DNA...
                                                        mushrooms are fun

Gilbert

Hmmm, interesting, Opera reports that this image is 48bpp, I think this is most probably why it won't work.
Try to look for settings in PS and see if you can save them in 24 or 32bpp.

Khris

#9
In the Image menu, in the mode submenu, convert the pic to 8bit. The missing format options should return to the save as dialog and AGS should be able to import the pic.

Gilbert

It depends on what kind of graphics he's after, converting to 8bpp should work but not advisible for more "photographic" images, so if the game uses 16 or 24bpp, it's more advisible to save the images at 24 or 32bpp.

Pumaman

Hmm indeed, I think this is the first time I've come across an image at 48-bit colour. I'm not quite sure what the point is, because I don't know of any display resolutions that display more than 32-bit colour.

Anyway, yes if you save it as 32-bit colour instead it should import correctly.

EviusPistachio

#12
opera said it was 48? thats wierd, i saved it as 16 bit. i even went to image>mode and it says its that format also. i gave 8bit a try and it worked but i still want to be able to do 16 grr
wow the plants look like DNA...
                                                        mushrooms are fun

Khris

To clarify: 16bit isn't always 16bit.

16bit in AGS means that the screen can hold up to 2^16 = 65536 different colors (as opposed to 8bit, where the screen can display up to 2^8 = 256 different colors).

In Photoshop, even a picture using thousands of colors can still be just an 8bit pic. That's because in print production, 8bit means that each of the R, G & B values of one color is in the range of 0-255.
Thats 256 different values, or 8bit. Three 8bit values combined produce 24bit different colors.
A 16bit pic is made of colors where each color's RGB values are in the range of 0-65535. Thus, there are 48bit different available colors, making it a 48bit per pixel (48bpp) picture.

So 16bit is either the amount of available colors or the amount of unique colors.

Long story short: convert your pictures to 8bit mode, then import them into your 16bit AGS game.

EviusPistachio

wow the plants look like DNA...
                                                        mushrooms are fun

Gilbert

I don't have PS, but be careful with the notations it use, if it's 16 bit per channel then it's 48 bpp.

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