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Why is this happening? (picture inside)
#70421
04/11/06 05:47
04/11/06 05:47
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Joined: Mar 2006
Posts: 48
mussashimits3
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Newbie
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Joined: Mar 2006
Posts: 48
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hi, When I attempt to load a .3ds file, or import any BMP into med, the image's colors get changed. I assume this is because the palette doesn't have true color. Is there any way around this? Or is there a plugin that increases the number of colors ME allows? Thanks!
Last edited by mussashimits3; 04/12/06 02:14.
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Re: MED's palette
[Re: mussashimits3]
#70422
04/11/06 11:27
04/11/06 11:27
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Joined: Nov 2004
Posts: 888
beegee
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User
Joined: Nov 2004
Posts: 888
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You have to save your picuture as a 16.7mill. Bitmap. Then normally it works. But don't know if this is right. I haven't used MED and WED for a so long time.
Regards, #benny#
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Fratch - Newer statistics panel for GameStudio
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Re: MED's palette
[Re: beegee]
#70423
04/11/06 14:34
04/11/06 14:34
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Joined: Mar 2006
Posts: 48
mussashimits3
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Are you refering to saving the picture in whatever program I use outside of MED as a 16.7mill bitmap? In that case I'm not sujre what to do, because MED constructs the picture from 10 different textures. When the model loads in MED, that's when the whole skin is wrong.
I try importing another skin in the skin viewer. Even though the skin is a 24-bit bitmap, it gets messed up in MED and MED's skin viewer. I go to Edit->Convert but Convert is faded out.
Last edited by mussashimits3; 04/11/06 14:39.
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Re: MED's palette
[Re: broozar]
#70427
04/12/06 13:28
04/12/06 13:28
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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Are you using 6.31? If so, MED's skin edittor uses an 8-bit palette of which the colors for it are poorly assigned. If you are using 6.4 (caution: public beta), this isn't a problem. To be sure on it, put your test model in WED, build to update entities and preview it that way.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: MED's palette
[Re: ulillillia]
#70428
04/12/06 13:44
04/12/06 13:44
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Joined: Oct 2003
Posts: 2,881 United Kingdom
Tozzy
Expert
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Expert
Joined: Oct 2003
Posts: 2,881
United Kingdom
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Yea don't worry about this because it won't affect how it looks in the engine. This is just how MEDs skin editor displays the skin. Hey Uli, or anyone else: How come some skins get imported as 24 bit and not 16 bit? How do I do this? Thanks Uli
Last edited by Tozzy; 04/12/06 13:49.
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Re: MED's palette
[Re: Tozzy]
#70429
04/12/06 13:48
04/12/06 13:48
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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BMP and PCX - 16-bit textures will be used. TGA - 24 and 32-bit textures will be used.
Save as TGA for 24-bit textures.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: MED's palette
[Re: ulillillia]
#70430
04/12/06 15:58
04/12/06 15:58
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Joined: Mar 2006
Posts: 48
mussashimits3
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Thanks for your responses
"did u try to reload the tga in the skin editor?" Yes, many times My version of MED is 6.171. But as long as this doesn't affect how it looks in the level, I'd be fine with it.
EDIT: ok it does seem to affect how it looks in the level. So do you think I ought to save it as a 16.7 mill bitmap? I don't seem to have an image editing program that does that. Are there any free programs out there with this function? Thanks
Last edited by mussashimits3; 04/12/06 16:09.
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