8 bit: Trouble with sprites pal "locked to background" [SOLVED]

Started by abstauber, Wed 09/07/2008 09:35:36

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abstauber

Since AGS 3.1 beta 5, it's possible (again) to import backgrounds with its exact palette.

Hi there,

I've got the feeling, that there's something wrong with the option "lock to background" - or I simply don't get it ;)

I drew a background and wanted to add a campfire. Since this is room specific, I used colors from the room pal for it. But I can't manage to import it properly.

If I don't select "remap...", the sprites colors are messed up. Selecting "remap" and "lock to background" doesn't change anything - the room colors are left out and and deselecting all, gives me a black sprite.

edit:
Sorry, I forgot to mention, I'm using AGS 3.0.2.43. I've also read, that there was an "exact color" option in 2.7 during the import of room background, but I haven't found it yet in 3.0.

Also moving the room colors to the last slots (and keeping slot 0-83 blank for the game pal) doesn't help me here.

Here's an image to show you, what I've tried so far.



Thanks for looking into that!

TwinMoon

Have you tried running the game? Sometimes colours look wrong in the editor, but are right in the game itself.

Also, sometimes after I add colours to the palette, the editor doesn't show the right colours until I shut down the editor and restart it.

abstauber

Nope,
it looks exactly the same, as it does in the editor.
Color cycling is also an issue in the room pal, since the colors for that certain gradient aren't in their slots anymore.

BOYD1981

not sure if this is relevant or not, but whenever i work with 256 colour palettes i always include the AGS colours in the palette i use to avoid any slot issues and i've never had any problems like this. however, i have never used room specific palettes or background locking.

Limey Lizard, Waste Wizard!
01101101011000010110010001100101001000000111100101101111011101010010000001101100011011110110111101101011

abstauber

hmm... I just added the game pal to both, object and room. But still, the colors are messed up (but in another way now ;)  )

TwinMoon

Are the colours of the fire used in the background, or only in the palette?

If not, you could try adding them to the background picture (just 1 pixel of each, somewhere where there will be a GUI so people don't see it)

abstauber

Thanks a lot for this workaround  :), adding the colors in the background itself did the trick. But is there a way, I can prevent AGS from screwing up my palette?
How should I ever do proper color cycling with the background pal being so unpredictable.

Is this feature "import background with exact pal" from 2.7 definately gone?

MrColossal

Just saw this thread:

When I'm importing colors into my game I have the global colors at the top like you have them now and then drop the room colors down to the bottom and import the room with exact palette. As a test to see if everything imported correctly I unhide the colors in the palette in AGS to make sure they're in the right place.

So the question is, are you importing the background using exact palette? If there is a color in your BG or sprite and it is in say slot 5 it HAS to be in slot 5 in AGS also.

Also also, a technical thing but are you using the palette editor plugin for Pmotion [unless you've upgraded to 6 already] it is quite useful for moving colors around.
"This must be a good time to live in, since Eric bothers to stay here at all"-CJ also: ACHTUNG FRANZ!

abstauber

Thanks for answering.

Well, I suppose, it isn't possible anymore to import backgrounds with their exact palette in AGS 3.x  :(
When my backgrounds are imported, AGS does some magic stuff and merges the global pal with the background pal. I think Gilbot explains this matter in some other thread.

btw. I already updated to PM 6  8)

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