Photo Shop pallete

Joined
Feb 7, 2004
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Location
Campinas, Brazil
created the cave man pallete in PEdit and using Photo Shop I loaded this pallete in the Flicster storyboard before copy/past the SBB storyboard onto it. The FLICSter storyboard changed to magenta to blue. what I did wrong? :confused:
the caveman pallete, its SBB storyboard and the bigger image that I used to created its palette are all in this abelow link.

http://forums.civfanatics.com/attachment.php?attachmentid=60067

thanks!!!
 
The attached zip should work, the jasc palette only had blues in it (caused by only saving the first 16 colours) so I made the .act palette into the jasc one and applied it to the image, should work :D
 
Dease said:
The attached zip should work, the jasc palette only had blues in it (caused by only saving the first 16 colours) so I made the .act palette into the jasc one and applied it to the image, should work :D

it works, thanks!
in PhotoShop my pallete appear be "side-down" (the blue above and magenta below), how did u invert the colors position? i'm asking it for future units that I'd like to do.
 
CivArmy s. 1994 said:
it works, thanks!
in PhotoShop my pallete appear be "side-down" (the blue above and magenta below), how did u invert the colors position? i'm asking it for future units that I'd like to do.

Your palette was inverted for photoshop, I suspect you took the .pal palette and tried to use it in photoshop, in that one you likely accidentally chose yes when it asked you if you wanted to save only the first 16 colours (you should say no). As for inverting the colours position all I did was take your .act (photoshop palette) and save it as a .pal (Jasc Paintshop Pro palette). This is bcause Photoshop palettes are themselves "inverted" compared to PSP's palettes. Then I applied the palette (the new .pal one) to your image and, PRESTO! CHANGO! it worked! :D
 
I have more one problem :( : in FLICster the unit works, but when it appear in the game, Civilization crashes :( Do not appear any error message, but the game crashes.
I posted here the *.flc file plus files from FLICster, do u know where is the new error?
 
From just looking at the .flc your problem is that your missing the NW an W directions, the problem isn't in your storyboard but rather there is something called IIRC a "ring frame" at the end of each direction. There's info about this in the flicster thread (1st page i think) I'm busy tonight ( :beer: )so if you're anxious you could check it out, or I could try tomorrow.
 
Dease said:
From just looking at the .flc your problem is that your missing the NW an W directions, the problem isn't in your storyboard but rather there is something called IIRC a "ring frame" at the end of each direction. There's info about this in the flicster thread (1st page i think) I'm busy tonight ( :beer: )so if you're anxious you could check it out, or I could try tomorrow.

Ok, I'll be waiting for u support.
More one quest: I can't load the pallete that u created to default position to other *.flc (attack, run...). This is the process that I'm using:
- image
- mode
- color table
- load
- I choice tha pallete that u created and post here

The mageta turns blue :( when I do that.
 
CivArmy s. 1994 said:
Ok, I'll be waiting for u support.
More one quest: I can't load the pallete that u created to default position to other *.flc (attack, run...). This is the process that I'm using:
- image
- mode
- color table
- load
- I choice tha pallete that u created and post here

The mageta turns blue :( when I do that.

Were you changing the image to 256 colours? That would happen if you were changing it to 16 colours, other than that i dunno :(

back to the other problem. I reread the flicster thread and did find info about your problem but no way to fix it. However there is a way around it if your willint to have larger file sizes. Here's how - using the info from your original .fxm, created a new one with those same specs but with 12 frames. This is becasue there is an additional frame at the end of each direction so you loose one on the end of your anim each time the direction changes, that means -8 frames. since your default anim was 3frames, I made it 12 frames (3x4) to account for those lost frames and pasted your 3framer 4 times to fill it. This makes no noticable differecns ingame since it loops continuously(applies only for the default anim, NOT attack etc, just make it long enough for those). Attached is the file, I didn't test it at all but it should work :)
 
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