Graphics, Characters, Text & Rooms: Difference between revisions

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==Dithering and other mishaps in imported images==
==Dithering and other mishaps in imported images==
''When I import my sprite/background image into AGS, it gets all screwed up! More specifically, it shows dithering (dots of colours instead of smooth gradients) where there were none before, and the colours are somehow...less detailed or plentiful. Help me!''
Okay, okay, I'll help you. The most common circumstance in this case is that the image being imported was saved in high-colour (24-bit). There are usually two ways to reduce an image to 15-bit (what AGS uses): convert all colours that aren't in the predefined 16-bit palette into dithering gradients made up of colours that are, or convert them to the closest colour in the 15-bit palette. AGS uses the first method of conversion, thereby giving you the messy dithering effect, where you can clearly see the dots of colours going from one to the other. What you should instead do is convert your image down to 15-bit (or 32K/32,768 colours in Paint Shop Pro) and use the "preserve colours" or "nearest colour match" option available. This will convert your image to one that uses the predefined 15-bit palette and you will hardly notice the difference.
Starting from Version 2.6, AGS now supports 24- and 32-bit true-colour graphics natively. If you really want to keep the excellency of your killer graphics, you may try this new feature by changing the colour depth to '''32-bit''' in the Palette tab of the Editor. Be warned that using true-colour graphics can increase filesize drastically and is more resource-hungry, so your game may run slowly on lower-end computers.
==Error: "Cannot display message with extended character in SCI font."==
==Error: "Cannot display message with extended character in SCI font."==
==Fixing oversized images==
==Fixing oversized images==