On H M L and T tiles?

Terrain / Theater editing

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Cricket
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On H M L and T tiles?

Post by Cricket »

I need to know if there is a way to make hml and t tiles that have different colors. I am trying to use the blur tool in photoshop for M, L, and T tiles to reduce contrasting elements of the high-rez H texture. When i use the blur tool and then go into the game, the H tile is all srewed up. I would like the have really nice waves down low to increase the sense of speed and then a nice dark blue texture with just the hint of waves formations for the m and l tiles.
Malc
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Re: On H M L and T tiles?

Post by Malc »

To add blur, I guess you are having to increase it to a 16million color palette. You need to make sure the H tile is 256color palette only, and all tiles in the "group" use the same palette.

Other than that... Widmak?
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Re: On H M L and T tiles?

Post by Zaggy »

Sceenshots??? Maybe a palette issue...
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Cricket
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Re: On H M L and T tiles?

Post by Cricket »

This 512 texture shows the original H texture im using.

:D )

Image

Is it a pallet issue? I switched the texture back to 8 bit and indexed before i saved it in the texture dirextory.
Zaggy
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Re: On H M L and T tiles?

Post by Zaggy »

Yeah, I reckon that is a pallette issue... All tiles in the SAME TILESET, including H,M and L tiles need to have the exact same palette. Same colours in the same order...

For more info, speak to Snake Man or Widmak...
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Cricket
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Re: On H M L and T tiles?

Post by Cricket »

Any ideas on how to remedy this?
Zaggy
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Re: On H M L and T tiles?

Post by Zaggy »

Reload the ORIGINAL 512 sea tile into Photoshop, SAVE the palette, convert the image to RGB, do your editing, convert the image back to 256 colours AND USE THE PALETTE THAT U HAVE SAVED....

That should fix it up...

In theory...
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Cricket
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Re: On H M L and T tiles?

Post by Cricket »

Thanks Zaggy i'll try that
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Re: On H M L and T tiles?

Post by Cricket »

ok, how do you save the palette? hehe
Widowmaker
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Re: On H M L and T tiles?

Post by Widowmaker »

ok here is the procedure.

Paint Shop Pro
goto
color
save paletta

Photoshop
goto
image
mode
Colortable
Save...

as Zaggy stated each of the H M L tiles need to have the Exact same paletta
plus all Tiles in a tileset need to have the exact same paletta.

and All T tiles need the same paletta for the complete bin .. however
I suggest you don't worry about the Tiles for now.

Cricket did you download ODS yet?
if you did perhaps, you can do 1 or 2 sets for this theater, we are in dying need of some constuctive tilemakers who do set by set
a set means,
generic tiles... plus their transition set.

so if you change a sea tile you need to adjust all the Coast tiles to
otherwise the sea tile is less (not) usable.

you only need to worry about the Htiles
todo sets for either ODS or Vietnam
I or Snakeman will take care of the rest.

The foremost thing wich is holding theaterdevelopment back these days is region specific tiles.

oh and Zaggy , go rob a bank
or sleep with elderly women for money..
get that machine back working... :)

Widmak
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Re: On H M L and T tiles?

Post by Cricket »

Ok, i saved the palette in photoshop, but im still getting the same texture distortion on the Htiles. What i did was save the color table while the image was in a pcx. format, then changed the image size to 64x64 from 512 for the mtiles. I kept the image in pcx format and used the paintbrush tool in dissolve mode and effectively darkened the 64x64 image for far away viewing(where you wouldn't see much detail). I saved it as mcost00f.pcx, then changed the size and saved it as lcost00f.pcx, etc. I get the same problem as above. Can you explain a little further about how to use only the Htexture's colors to manipulate images in photoshop 6?
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Re: On H M L and T tiles?

Post by Widowmaker »

hmmm
mind always think in tilesets.
every HML tile of everey tile in a certain tilegroup needs to have the same paletta
as the first tile (actually Ltile) in that group.

do you got a txt version of the texture.bin yet?
this woudl give you a nice overview of wich tiles belong to wich set.


Widmak
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Re: On H M L and T tiles?

Post by Cricket »

Ok, so the Hcost00f.pcx texture that i am modifying is grouped with other cost tiles.
Widowmaker
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Re: On H M L and T tiles?

Post by Widowmaker »

yup
still it seem 00f is the first in the bin.. so here goes my theory.. ;)
perhaps you didn't maitain index when importing the pal file into the variosu tiles
H M & L

maintaining indexes is quite important


here the particular set:
forget about the weirde number rows.. ;)

# Start Set 0 has 15 tiles, Terrain type 4
SET 4
HCOST00F.pcx 1 0
1 2409.5 1691.23974609375 1537.49060058594
HCOST007.pcx 5 0
1 1871 3587.47802734375 768.745300292969
1 1358.5 3126.23095703125 2716.2333984375
1 1256 -128.124221801758 281.873291015625
1 846 1716.86450195313 307.498138427734
7 282 461.247192382813 2921.23217773438
HCOST003.pcx 4 0
1 1538 3433.72900390625 1639.98999023438
1 974 2280.61108398438 3126.23095703125
1 922.5 2536.85961914063 51.2496871948242
1 282 1486.24096679688 204.998748779297
HCOST00B.pcx 4 0
1 1717.5 1076.24340820313 3561.85327148438
1 1204.5 2049.98754882813 2588.10913085938
1 1128 2485.60986328125 -76.8745346069336
1 871.5 2844.35766601563 1434.9912109375
HCOST005.pcx 5 0
1 538.5 1896.23840332031 768.745300292969
1 1102 3331.22973632813 102.499374389648
1 1051 -153.749069213867 614.996276855469
1 435.5 1819.36389160156 25.6248435974121
1 487 819.994995117188 153.749069213867
HCOST008.pcx 1 0
1 1384 25.6248435974121 3484.97875976563
HCOST00E.pcx 3 0
1 1153.5 1793.73901367188 2049.98754882813
1 1794 461.247192382813 1665.61486816406
1 1179 2408.7353515625 2895.607421875
HCOST00A.pcx 3 0
1 846 409.997497558594 2767.48315429688
1 846 1537.49060058594 2254.986328125
1 1461 2306.23583984375 3228.73022460938
HCOST004.pcx 2 0
1 1102 256.248443603516 -76.8745346069336
1 359 102.499374389648 1178.74279785156
HCOST00C.pcx 2 0
1 1204.5 230.623596191406 871.244689941406
1 1204.5 307.498138427734 2869.982421875
HCOST00D.pcx 2 0
1 2127.5 1691.23974609375 76.8745346069336
1 1333 691.870788574219 2101.2373046875
HCOST002.pcx 1 0
1 1640.5 3228.73022460938 3510.603515625
HCOST001.pcx 1 0
1 1384 3331.22973632813 179.373901367188
HCOST006.pcx 3 0
1 897 2690.60864257813 2741.8583984375
1 359 2383.1103515625 1742.48937988281
1 999.5 307.498138427734 743.120483398438
HCOST009.pcx 5 0
1 1128 2485.60986328125 -102.499374389648
1 846 743.120483398438 2664.98364257813
1 743.5 2767.48315429688 1076.24340820313
1 564 1383.74157714844 2254.986328125
1 487 2254.986328125 1588.74035644531
ENDSET


Widmak
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Re: On H M L and T tiles?

Post by Cricket »

If i understand a palette correctly, its exactly like a real life palette, right? Its basically a holding bin(file) which stores a certain amount of colors that you can use where you like.
So,do all of these 00 files have to contain -ALL- of the palette's colors.
Or can they have different colors, just must be created using the same palette?

Sorry im picking this up so slow,
Widowmaker
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Re: On H M L and T tiles?

Post by Widowmaker »

quote:Originally posted by Cricket:
If i understand a palette correctly, its exactly like a real life palette, right? Its basically a holding bin(file) which stores a certain amount of colors that you can use where you like.
So,do all of these 00 files have to contain -ALL- of the palette's colors.
Or can they have different colors, just must be created using the same palette?

Sorry im picking this up so slow,
yup a paletta is a index with colors in RGB values
basically 255 entry's with each holding a colorvalue.

most of your problems is a result of my poor advice.. ;)
I know how todo stuff but writing manuals or anything at all is quite a task for me.. hehe

anyways

all paletaa's of the mentioned files need to have the same palettta.
when you look at their paletta they should all look the same.. not only the same colors in the paletta but also the paletta index.

Widmak
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Re: On H M L and T tiles?

Post by Cricket »

Ok i get it now and solved the problem with the distortion. Thanks everyone.


Widow, most Americans could stand a little improvement with their english writing/ speaking too IMHO. ;) I have a lot of sympathy for people who have to learn more than one language.
Cricket
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Re: On H M L and T tiles?

Post by Cricket »

So when i make coast tiles, ill have to have some green and tan in the palette too for the land pixels? True?
Zaggy
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Re: On H M L and T tiles?

Post by Zaggy »

The palette needs to contain the colours u wish to use in the tiles, so yeah, coastal tile palettes will contains blues for the ocean, yellows and browns and greens for the land...

if you are making COMPLETE Tilesets from scratch one method i have used in the past, is to do my tiles in 24bit, then paste copies of them ALL into one file, reduce that file to a 256 colour image, save the palette, the go back to the original files, and convert all of them to a 256 colour file using the SAVED palette... But thats just one way.. :) and not always the fastest, but is the most reliable i feel... Especially when u are beginning...

And Widmak, getting a box together as we speak...
Daniel "Zaggy" Bell
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Widowmaker
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Re: On H M L and T tiles?

Post by Widowmaker »

quote:Originally posted by Zaggy:
And Widmak, getting a box together as we speak...

Good to hear that Zaggy

Widmak
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Re: On H M L and T tiles?

Post by Cricket »

Thanks guys, and Zaggy, if you want to buy cheap, try www.pricewatch.com ,it has the lowest prices i know of. Except for maybe special clearance type deals etc.

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