Author Topic: [WEAPON] Gauss Weapons 1.9  (Read 98316 times)

Offline GrandSirThebus

  • Sergeant
  • **
  • Posts: 30
  • Artist
    • View Profile
Re: [WEAPON] Gauss Weapons 1.3
« Reply #45 on: June 22, 2014, 12:54:35 am »
Is there a way i could take something i've drawn in another program and just convert it to 256 colours? I find all these other programs tedious to use.

Offline yrizoud

  • Commander
  • *****
  • Posts: 1014
    • View Profile
Re: [WEAPON] Gauss Weapons 1.3
« Reply #46 on: June 22, 2014, 05:31:22 am »
You're doing it backwards. If you don't paint with the XCOM palette from start, you'll have problems converting your images (unfaithful colors, wrong "transparent part", etc.)

Offline GrandSirThebus

  • Sergeant
  • **
  • Posts: 30
  • Artist
    • View Profile
Re: [WEAPON] Gauss Weapons 1.3
« Reply #47 on: June 22, 2014, 07:10:46 am »
I guess i'll have to just use one of the mentioned programs. Thanks again.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [WEAPON] Gauss Weapons 1.3
« Reply #48 on: June 22, 2014, 12:50:44 pm »
You're doing it backwards. If you don't paint with the XCOM palette from start, you'll have problems converting your images (unfaithful colors, wrong "transparent part", etc.)

Well it's technically possible to:
- take a picture
- take an X-Com-compliant picture (say, from another, working mod), which already has the correct palette
- copy your bitmap and paste it into the old file
- remove any remains of the old picture
- adjust any pixels that went bad (usually green).

But yes, it is best to work with the right palette from the start. :)

Offline yrizoud

  • Commander
  • *****
  • Posts: 1014
    • View Profile
Re: [WEAPON] Gauss Weapons 1.3
« Reply #49 on: June 22, 2014, 03:37:36 pm »
- additional step : fix up the parts where transparency and black are fused into a single color (what you wanted black is transparent, or what you wanted transparent is black).

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [WEAPON] Gauss Weapons 1.3
« Reply #50 on: June 22, 2014, 04:00:22 pm »
- additional step : fix up the parts where transparency and black are fused into a single color (what you wanted black is transparent, or what you wanted transparent is black).

It's never happened to me, I don't even know how it could happen, but I guess it depends on software one uses.

Offline yrizoud

  • Commander
  • *****
  • Posts: 1014
    • View Profile
Re: [WEAPON] Gauss Weapons 1.3
« Reply #51 on: June 22, 2014, 04:08:38 pm »
Battlescape palette has both index 0 and 15 as black. If you paint in RGB model, you can't choose if your black pixels are part of the sprite or designed to act transparent.

There's also the issue of the last 15 (16?) colors which shouldn't be used for inventory images, because the Ufopedia screen needs to display those sprites and has different colors at those indices.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [WEAPON] Gauss Weapons 1.3
« Reply #52 on: June 22, 2014, 04:12:10 pm »
Battlescape palette has both index 0 and 15 as black. If you paint in RGB model, you can't choose if your black pixels are part of the sprite or designed to act transparent.

To me, index 0 is just transparent - you know, with chequered white and grey pattern. At least in Photoshop, I don't know how other programs read that.

There's also the issue of the last 15 (16?) colors which shouldn't be used for inventory images, because the Ufopedia screen needs to display those sprites and has different colors at those indices.

True. That's why I change all last 16 colours to bright pink, to make sure they're not used anywhere. :)

Offline yrizoud

  • Commander
  • *****
  • Posts: 1014
    • View Profile
Re: [WEAPON] Gauss Weapons 1.3
« Reply #53 on: June 22, 2014, 05:58:47 pm »
Solarius, you don't get this problem because you paint in RGBA model (RGB + Alpha) - and you have to know the program well enough to avoid partial transparency (set all tools at 100% strength, etc)
Yes, pre-processing the palette can help - but it needs you to know the color-indexed well, and do it in a program which works in actual 256 colors.
This is why I said it was taking the problem backwards : you can only use RGB or RGBA programs if you first know well enough the 256-color mode to avoid problems.

Offline GrandSirThebus

  • Sergeant
  • **
  • Posts: 30
  • Artist
    • View Profile
Re: [WEAPON] Gauss Weapons 1.3
« Reply #54 on: June 23, 2014, 09:17:03 pm »
I have made a whole new sprite set for the weapons that soldiers use as well as some new sounds. I hope folks like them as i drew them from scratch

Offline Aldorn

  • Commander
  • *****
  • Posts: 750
    • View Profile
Re: [WEAPON] Gauss Weapons 1.3
« Reply #55 on: June 23, 2014, 11:09:47 pm »
I have made a whole new sprite set for the weapons that soldiers use as well as some new sounds. I hope folks like them as i drew them from scratch
And where is your stuff ?

Offline GrandSirThebus

  • Sergeant
  • **
  • Posts: 30
  • Artist
    • View Profile
Re: [WEAPON] Gauss Weapons 1.3
« Reply #56 on: June 23, 2014, 11:49:05 pm »
I sent the files to Solarius Scorch. He can choose whether or not to add them into his mod.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [WEAPON] Gauss Weapons 1.3
« Reply #57 on: June 24, 2014, 10:50:39 am »
I sent the files to Solarius Scorch. He can choose whether or not to add them into his mod.

I've just saw the sprites. I absolutely love them, and will happily add them to the mod! Thank you, man. thank you.

The only glitch I saw was the pistol when facing SW - it looks raised and could your a little bit of work.

I'll leave the old TFTD gauss weapons as an alternative folder.
« Last Edit: June 24, 2014, 10:52:42 am by Solarius Scorch »

Offline Aldorn

  • Commander
  • *****
  • Posts: 750
    • View Profile
Re: [WEAPON] Gauss Weapons 1.3
« Reply #58 on: June 24, 2014, 11:39:46 am »
@GrandSir : could you perhaps attach some screen shots of stuff you sent to Solars, so we have an idea ?

Offline GrandSirThebus

  • Sergeant
  • **
  • Posts: 30
  • Artist
    • View Profile
Re: [WEAPON] Gauss Weapons 1.3
« Reply #59 on: June 24, 2014, 08:15:16 pm »
I'm a bit busy today, but i'll try to make time for it