![]() Next, select the Paint Bucket Tool by pressing 'G' by default: This is done by simply highlighting all of the layers you wish to merge, right-clicking and then selecting "Merge Layers": The first thing you need to do (after opening the graphic you're going to be editing in PS) is to merge all of your layers. As such, I'll be providing a brief tutorial (targeted at complete Photoshop beginners, but, hopefully, useful to many) on swapping a color palette for pixel art in Photoshop (with more complex tutorials/explanations to come in the future :)). I think it's only fair that I try to give a little something back by sharing some tips/knowledge when I can. The community has given me quite a bit in terms of ideas and motivation in the form of comments on these blog posts. I'll just be able to do a straight color swap on his sprite sheet. I created these originally just so limbs could be shot off, but I think I'll randomly select from them while spawning just to add some variation as well.īecause my large zombie monster (Slenderbie I call him) uses bone based animation, I won't have to create all of these variants for him. This meant that, unless I wanted to switch my sprite sheet animation to bone-based animation, I had to create a new sprite sheet for every possible permutation of dismemberment to the enemy, and a sprite sheet containing the zombie's individual body parts (so I can send them flying).Īnyway, I've made those sprite sheets, as well as one color variant for both my Skinbie and Crow enemies. Whenever a limb is removed, the main sprite sheet will have to be switched to the appropriate variant showing the enemy missing that limb. This simply animated character has gone from a total of 9 sprites up to 77 sprites, all because of the new dismemberment mechanic. The initial tests seem promising, and I think it will add a lot to the visual style of the game. This simple concept of blowing up my enemies, or being able to shoot off their limbs has turned out to create a fair bit of work, but I think it will be worth it in the end. Since then, I've made plans to make him some friends, and to blow him up (sorry, dude). ![]() He's been in the game from the very start, without any real significant changes: If you've been following along, you've all seen my 'Skinbie'. ![]() Tonight I wanted to focus on some graphic updates. The extra four spaces are to account for the predefined fogpals explained above.This weekend I managed to finish off my Weapon Upgrade UI, and it is FULLY functional and VERY easy to expand if needed. These additional values may conflict with your custom feature. This is because modified LOOKUP.DAT and PALETTE.DAT files such as ExtCLUT can contain up to 128 palette entries. If you are using defs to add additional skins or variations to empty palette slots of a model or texture which do not correspond to any palette swap, or fog palettes, it is very highly recommended to begin the indices for your custom variations at palette value #133. This gives the fog colors of white (26), red (27), green (28) and blue (29).Īll empty palette swaps, including those without fog palettes, default to pal 0. For example, a modified copy of lookup.dat with 30 remaps instead of 25 would result in the fog palettes occupying indexes 31, 32, 33, and 34 instead of 26, 27, 28, and 29. Note that lookup.dat can be modified to support more than 25 palette remaps for 8-bit sprites in this case, the included fog palettes start wherever the first unused palette position is. ![]() Protozoid Slimer, Protector Drone, and Alien Queen gibsĮDuke32 includes four fog palettes starting at palette index 26. Temporary slot for self-contained ANM palettes. Rearranged base palette colors Global Palettes Rearranging consecutive blocks of 16 colors by the permutation makes this stand out more clearly: It can be seen that it contains six ramps (sequences in which R, G and B all increase monotonically) of 32 colors, three blocks of 16 colors (two of which are ramps), and 16 remaining fullbright colors. The following plot shows the red, green and blue color intensities of Duke3D's base palette on a 0-1 scale.
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