change color map to make default color (SOLVED)

  • Thread starter Thread starter Eternal-Krauser
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Eternal-Krauser

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Hi friends!
I have two characters (players/heroes), one is blue and the other is red (like Billy and Jimmy) both characters are actually the same character but with differents moves and the default color is blue and I want the second character in red, is there a command that allows me to remap default to red in the second character?
 
you can use the command pallete to make all original frame images the same color

((  palette data/chars/max/maxred.gif  ))

to change the player or enemy map you can use alternatepal

alternatepal      data/chars/brock/map1.gif
alternatepal      data/chars/brock/map2.gif
alternatepal      data/chars/brock/map3.gif
alternatepal      data/chars/brock/map4.gif
 
maybe I was not clear enough, I want the second character that use blue sprites it looks by default in red color (not blue), I guess using some remap or pallete command, but can not find how to do it, I want to avoid have to change the colors of all blue sprites that double the ram memory usage

its an 8 Bit colourdepth mod

I've try this
palette      data/chars/XXX/idle1.gif data/chars/XXX/alt1.gif
setpallete         data/chars/XXX/alt1.gif
doesnt work

I think I dont understand your method Jonsilva can you explain me a little more? thanks man
 
the 2 players need to have the same colour palatte in photoshop
try editing the video.txt file in data folder
to
video 1 
ColourDepth 16bit    #<----activates true color mode


read this tutorials about indexed coulours and remap commands

http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=Creating_a_Character
in step 1
Creating .gif's

----------------/-/----------------------

http://dcemulation.org/index.php5?title=OpenBORManual#Palette
step
10.5 Palette


In photoshop open the blue player idle.gif then go to image/mode/color table...
in here you can edit the blue player colors change all the blue squares to red and save the image has map1

then you can use 
palette      data/chars/redplayer/map1.gif
in the character txt file


name mike
type player
health 100
mp 100
mprate            1
chargerate        4
speed 11
running 25 3 3 1 0
jumpheight 5
makeinv 3
riseinv 2
gfxshadow 1
holdblock 1
dust            dust
candamage enemy obstacle
projectilehit player npc enemy
diesound        data/sounds/mike.wav
combostyle      1
atchain        1 1 2 3 4 5 6 7
icon data/chars/mike/icon.gif
animationscript data/scripts/grabscript.c


load pw2

palette data/chars/mike/map1.gif  <----------(( this makes the character use this color as defualt for all images ))

alternatepal      data/chars/mike/map2.gif
alternatepal      data/chars/mike/map3.gif
alternatepal      data/chars/mike/map4.gif

com f d a freespecial1


anim attack1
delay 3
offset 121 201
bbox 102 100 39 97
frame data/chars/mike/xf5.gif
attack 134 115 59 14 12 0 0 0 11
frame data/chars/mike/xf6.gif
delay 4
attack 0 0 0 0
frame data/chars/mike/xf7.gif
frame data/chars/mike/xf8.gif


this will make the default color red (map1) for the character

you can find this way of changing colors in most openbor games
try  knights&dragonsENDQST open the fighter txt file and check the images its using for remap and pallete



 
Jonsilva thanks a lot man, this method is great, you did an excellent explanation, thanks again!!

I need a method that supports 8 bit colourdepth, I have too many sprites, chars and backgrounds with my custom palette (256 colors) applied
must be a way to do it, as the remap system that works so well

remap     data/chars/XXX/idle1.gif data/chars/XXX/alt1.gif

maybe some script can help, but I do not know scripting, someone have any idea?

 
If you only need to set default palette for Jimmy, you only need to make alternate palette for him. That's easy and you don't need to change palette for everyone.

Even if you decided to change all remaps to alternate palettes, it is easy work :).
 
You could still switch to 16bit video mode and add to any chars using global palette this command-
Code:
globalmap {int}

~This command sets independent palette use for mods with 16/32 bit colormode.
0 = Entity has it's own palette.
1 = Entity uses global palette.
 
Bloodbane!! it works, I just change (example) the blue-1 for Red-3 in the my original custom palette and so on the other colors that "red char" needs, then I saved this new palette and have applied on the "alt1.gif" and it works,

of course I had to change colourdeph to 16 bit

Jonsilva, Bloodbane and BeasTie, thanks you guys, I hope this will help another modder!!
 
I wanted to do the same...

Bloodbane said:
If you only need to set default palette for Jimmy, you only need to make alternate palette for him. That's easy and you don't need to change palette for everyone.

Even if you decided to change all remaps to alternate palettes, it is easy work :).

It didn't work for me, using 16bit I have for Billy this file as palette:
03.png

Code:
name          Bimmy
palette	data/chars/billy/03.png

and I wanted apply for jimmy, using this file as default palette:
masterj1.png

Code:
palette	data/chars/billy/masterj1.png
but got this:
bor_-_0023.png


help please...
 
If you want to change palettes you have to do just 2 identical palettes:
Palette1 == Palette2 (use copy & paste)

then open Photoshop, load palette2 (backup of palette1) and change blue colors in red colors.
Finish ;)
 
The problem is your main sprites are using a totally different palette. 
This is your main sprites palette-
image.png


Does he actually need all these colours?

I assumed they didn't and reduced the palette for the remap sprite you sent me.

Sorry I wasn't quite sure from your explanation what you were asking for at the time.  I thought you gave me master sprite and remap sprite.  If the master is blue guy here than that changes things slightly to what I told you.

This is what palette is like when you reduce colours to only those that are necessary.
image.png


The remap has this palette but with the blues swapped for the reds etc.

I attached some files

master.png - is your main sprite palette

remap.png - is the remap

you must apply master.png palette to all your main images for this to work.  Use PalApply and master.act on the main sprites like I mentioned before, except now this is the proper palette you need to do it.








[attachment deleted by admin]
 
Just in case I give a back up to Beastie, here are the pictures that can explain about colors.

Here are the first two pictures that came from my video tutorial of the character making. I made my own sheet with a character along with projectiles, effects, weapons, etc., (thanks Bloodbane and bWWd for your advice) in case I need for use before I started the tutorial. And yeah, Beastie is right about colors being reduced due to the total colors of this image.

Sonia_palette.png


You know you already know this I think. (Swapping for background, yes. :) ) But actually, I did save the frames of the character with this image as a palette.

soniapallo.png


I have my default colors of the character here and the colors are just original coming from Kong's rips. Well, excuse the last black ones in the color table, you don't need to change those last black colors because I had my sheet with maybe 20 or 30 some colors saved with indexed and as a palette with PalApply. ;) Don't mind the last black colors though 'cause they won't ruin your colors.

color1.png


I swapped colors of her clothes and tattoo. Look at the small boxes over the colors I changed? It's just to point out that they are the colors I swapped. Actually, just doin' BonusJZ's way of how he did teach me how to change colors when I didn't know/realize it.

color2.png


You can set your alternate palette as a default and your default as an alternate palette like this:

Code:
palette	data/chars/sonia/redblond.png
alternatepal data/chars/sonia/0.png

Here is the result. ;D ^_^

mybor_0001.png
 
I think I did already what you are saying guys... keeping the same palette and changing only the blue colors for red, but it only show the correct colours on the select screen. That was my first try before asking for help.

originally all my files have the same palette, I just replaced blu colors for red.

About Palapply, 2 years ago I wrote to Plombo because it stopped working on my laptop, but never got any answer, so I still cannot use it.

I cannot change colors on the map table as I don't have photoshop.  know that option exists on Gimp, but I don't know which coklors are the ones I need to change, so what I did was to change colours directly on the image, perhaps that was my problem all the time.

anyways, I cannot edit palettes (on Gimp exists an option to optimize the palette to the ones that the image is using, but I cannot find the option since my gimp changed to japanese, and cannot change the language back, as gimp doesn't give that option) and I cannot apply the palette to the other images... so anyone can help me?

I cannot attach the file but added a link with the sprites

Billy's palette:
Code:
palette	data/chars/billy/03.png
from map1.png to map15.png are Billy (Bimmy) remaps.

Jimmy's:
Code:
palette	data/chars/billy/j1.png
I want from j2.png to j18.png to be Billy's remaps.

for a player 3, (maybe Sonny?) I want this to be the palette:
Code:
palette	data/chars/billy/b1.png
and the remaps to be b2.png and b3.png (for now, planning on adding more)

it would e really very appreciatted if someone can take a little time to help me with this.

http://www.4shared.com/rar/e1n_ysDV/DIF-Billy.html

 
About Palapply, 2 years ago I wrote to Plombo because it stopped working on my laptop, but never got any answer, so I still cannot use it.

$#!+! I forgot that your PalApply doesn't work for you anymore. I don't know what OS you are and what compatibility for your OS is. I know some people like you and Malik probably have problems with that.

Try this if this works for you. If not, maybe I'll send you a folder of it.

https://www.dropbox.com/s/8xs7tj0krys8skr/PalApply%201.0.zip

I think I have an actdump and/or a palette converter. I think I never use palette converter before.
 
I'm converting the sprites for you, it's pretty much done, doing all the remaps took a bit.

Looking at the chars text thou some images are missing.

wait.png
charge.png

EDIT - here's the updated files. (attachment too big to post dammit, will PM you with link)

j1-18 and map1-12 are all remaps of the main billy sprites.  b1.png and b2.png are remaps too.
those missing images will still need the master palette applied to them.
 
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