Failed To Load Palette

Itsuchi KS

Member
Ok so the game keeps crashing because it keeps saying it failed to load the palette BUT I have a palette set AND its an index image...what am I doing wrong. It's been too long since I've done this
 
Hi Itsuchi,

Maybye we need a slightly more informations. What is the game are you saying? Which version of Openbor do you use? Can you send the openbor log for this crash? Thank you  ;)
 
ok so, I got my character in the game but the background still shows and the pallete is jacked. I've done this before like 4 yrs ago, I don't understand why Im having such a hard time. Im using the latest build of bor. Also when I try to change the 1st color of the color table to magenta, it changes the character's hair color instead. Im using Photoshop CC 2015 and Im working with SF Alpha and MvC2/3 sprites for Ken.

I've also copied the manual to a txt document so that I have quick access to it but this one differs from the lavalit copy from way back. I understand everything but this pallete mess that Im dealing with
 
So no help?
Don't be so impatient, please. You had posted this 2 minutes after the first question.
We are here to help, but we always need more information, like Kimono said.

I've also copied the manual to a txt document so that I have quick access to it but this one differs from the lavalit copy from way back. I understand everything but this pallete mess that Im dealing with
The manual from lavalit is very, very outdated. Please use this http://dcemulation.org/index.php5?title=OpenBORManual

Also when I try to change the 1st color of the color table to magenta, it changes the character's hair color instead.
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It's not how it works exaclty. First, which format of image are you using? BMP, GIF, PNG, PCX? PCX has a reversed color order.

Second, you need to check if there isn't any part of the sprite which uses that first index color. Just the background should use it.

Third, the character uses REMAP or ALTERNATEPAL? Remap is so damn outdated.

Forth, please post an image of the character so we can check it.

 
I find the best way to work is have all your character images in one big sheet, decrease the colour to 256, set background as first colour in the palette, then copy and paste each image to make a animation.

I had a issue with paint shop pro not sure if this is your problem but when you save png images by default the program tries to optimise the palette there for messing up the order you just set.
 
This was my first test image trying to move to colors around. It looked fine until I put it in the game, its PNG with 256 colors.
test.png


This is one was my 2nd test but this time I kept the colors exact and in game, the background is actually red for some reason.
idle1-1_1.png


If you guys could really help me re-figure this out that would be awesome. Bloodbane actually explained it to me and I tried to go back to my old posts and find his explanation. I even tried to look up posts from my old account on here (in which I oddly don't have access to) an nothing. I'm thinking it was back in the lavalit days  :-\

This is my old account http://www.chronocrash.com/forum/index.php?topic=828.0 
 
set first color in your palette as background for sprite,this is palette for pic you just posted and its wrong, as you see pink should be as background colour but youre using white.
2HAWV.png
 
Bloodbane said:
Hmmm Itsuchi,  I've tried to save the images above but for some reason I can't open them in Photoshop. How did you make those pngs?

In Photoshop CC 2015.

set first color in your palette as background for sprite,this is palette for pic you just posted and its wrong, as you see pink should be as background colour but youre using white.

The first color is the pink-ish color.....I thought.....unless it's reverse. That's the exact pallete I changed and there was another color in that spot and I replaced it
 
I think you should start saving that as a palette file first if you made that "mess". What I mean is that, for example, with your two images you showed, first one with a pink BG color and the other, the white one. I can see why you place that pink as first which made white as a BG color. To me, it's okay because you can't drag those by hand/mouse (unless you can, maybe?). Since that BG color is white, you can save it as a palette file instead of just saving it as image you desire. After that, you can convert that image with your palette file you made for Ken so you can see that the pink color is in the first (in color table) while your BG color of your sprite is pink. Beware of how many colors each sprite has 'cause you may not know if some of the colors won't match with the others in uniform. Sorry about the color issue, but I was just saying in case you encounter them later.
 
How can I build a custom color table so that all of my characters share the same pallete and when I make an index image, it just finds the colors for the character. Im not good at this pallete stuff, I just know how to draw lol. Im really trying to remember how I did this the 1st time. When I made my SFxTekkenxSNK mod, all chars shared the same pallete but I lost that mod when my desktop PC crashed so I've been asking around to see who has the version that had only SF3 chars in it. I know Vision has it because he used my mod to start his own SF project but I haven't saw him on in AWHILE. This is the game that I lost, I had everything I needed to do multiple games but it's all gone and here I am needing help again 4 years later. This is day 3 that this post has been up and I still haven't found a solution to this problem. I'm kind of disappointed in myself because this used to be easy :-\
bor-0123.png

bor-0136.png

bor-0031.png

bor-0115.png

bor-0152.png

bor-0152.png
 
How can I build a custom color table so that all of my characters share the same pallete and when I make an index image, it just finds the colors for the character. Im not good at this pallete stuff,

WHY you would make such thing? This is not needed at all. This will only make your life harder.

To create a palette for your character is simple in Photoshop:
- First, create a sheet with all the character images (excluding the effects, which should be separated from the character)
- Go to IMAGE > MODE > INDEXED COLOR
- Choose "Pallet EXACT" and at the Forced, choose "CUSTOM". Put the image background color at the first slot.

And it's done.

SjGKYjs.png



 
O Ilusionista said:
How can I build a custom color table so that all of my characters share the same pallete and when I make an index image, it just finds the colors for the character. Im not good at this pallete stuff,

WHY you would make such thing? This is not needed at all. This will only make your life harder.

To create a palette for your character is simple in Photoshop:
- First, create a sheet with all the character images (excluding the effects, which should be separated from the character)
- Go to IMAGE > MODE > INDEXED COLOR
- Choose "Pallet EXACT" and at the Forced, choose "CUSTOM". Put the image background color at the first slot.

And it's done.

SjGKYjs.png

Thanks O, this worked...took awhile but it worked. Is it possible to do this with 2 characters? They're actually the same character but their palletes are soo different that I can't even use the other version of the character as an alternate pallete.
 
You can use it in every character you want. To be used as an alternate pal, you can use other colors, but the color order should be the same.
For example, if the skin colors are the indexes from 3 to 6, on the new palette, those colors should be on the same order or you will get the same result you were getting before.
 
O Ilusionista said:
You can use it in every character you want. To be used as an alternate pal, you can use other colors, but the color order should be the same.
For example, if the skin colors are the indexes from 3 to 6, on the new palette, those colors should be on the same order or you will get the same result you were getting before.

This is what Im talking about, for example:

20180621_134406%20001.jpg


20180621_134613%20001.jpg


Both use their own "exact" palletes but the color order is different and when I try to use the "white suit" as an alt pallete, I get an abomination as an "in-game image." Even when I try to switch the colors around to line them up with normal Ken pallete, it messes up the alt image.  If anything, could I use the "white suit" as a WEAPON for "red suit" or do they have to still share the same pallete?
 
What O means by having the alternate palette in the same order as the former, is that you use your idle image and change the colors you want. After you change the colors, you save it as a alternate palette. As O said, the color order should be the same.

In case you're wondering why I left that extra color box, that is because I had to increase that color depth to 8-bit in that alt-pal image. (Click on the image, right-click it, select Properties, and check the bit depth in the Details tab.)

[attachment deleted by admin]
 
Feels like I'm just going to have to do some sprite edits if I want the results that I'm looking for as far as Ken's "transformation" is concerned. Red Gi Ken is an original sprite rip but White Gi Ken is actually Holy Ken (credits given) and I can't get it to match up. I'm going to try something and return when I figure it out.
 
As I said, the color order on the palettes should be the same ,or it won't work. At all. See that the red gi colors ate the last one on the first palette, while they are the first ones on the second palette.

This is so easy to do. Just use the red palette and copy the colors to the new palette.
 
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