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DevilEvil

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Everything posted by DevilEvil

  1. A palette number must have a collection of palettes for that number of all the jobs that can use that palette. You may have 500 palettes for only one shared palette group, but not for all.
  2. Max is a 3D modelling software, you can't use it to draw textures. What you can do in max is configuring the UV maps and then render to texture to get general texture information. For example, you can set an Ambient Occlusion to the material and do a 'render to texture'. This way you won't start with an empty map. An example of one of my works (it shows the way I developed the texture maps): If you notice the first map (which is the one making everything way easier to do) has been done in Max. Once you get the UV Map (in this case I obviously needed to use another program, like UV Layout), you can just add an ambient occlusion render to your map and you will get a lot of info regarding shadows (and areas that are supposed to be black). It's way easier than to start from scratch with only some UV lines telling you where to draw.
  3. There is a problem related to the palette (or actually a palette is missing). Make sure that sprite has a palette for that pal number.
  4. The term recolor has no original link to TGA images, but 8 bits ones. 8 bit images have an additional file that stores color information, which is the so called palette or color table. An 8 bit image is a matrix of pixels with an index, a pointer to the color stored in the color palette (if the third color in the color palette is red, for example, a pixel with index 3 will be red). Color isn't stored in the image. Thus, modifying the color palette means the frames that read that color palette will change their color. This way you create recolors or palette swaps for animations (as can be seen in tons of retro games). Since TGA sprites aren't 8 bit, you can't make recolors. You can only modify the sprite by modifying each frame, because the color info is stored in each single frame. Both, iirc.
  5. An invoice or a contract proving the transaction between designer and buyer solves the problem for the buyer, in that case. Having the PSDs, the buyer doesn't prove he purchased the work.
  6. I've always wanted to see a RO map of Konoha, and this is quite similar to it. I like the design work a lot, but I have 3 nitpicks xD: - The head statues are casting a shadow and giving the feeling they are no part of the mountain (mainly because of the contrast between the texture illumination values and the ground texture. - Texture maps (mainly the ones in the ceiling) have low resolutions or aren't being efficient enough. - Some models (especially the ones with curves) are too sharp in their edges (a shared smoothing group will fix that (put it to 45 in 3D max - Then autosmooth the whole model). In case that's not the issue, probably the textures aren't tiling correctly :/. 8.5/10, the map is awesome, but I'm sure you can upgrade it! (it actually doesn't require any change in browedit except for the statues shadow). You only have to modify models/textures.
  7. I would first polish the sprite before asking for an act. The headgear design looks nice overall, but the shading work is making it hard to understand. You have pillowshaded (especially in first and last frame): As a side note, enlarged versions must be natural numbers (2x, 3x, etc.), since what you are doing is enlarging a pixel matrix, and if you enlarge it 1.5x, not all pixels will be enlarged, only some of them, which makes the image distorted.
  8. That's quite obvious. If the material is not registered, having the PSD is still a way to prove you are the original owner of the work. I don't register all the stuff I make for companies, but I only give them the final assets (pngs, bmps, whatever), but not PSDs (except in special situations). The PSD is a proof you can use in a legal issue.
  9. Since it's an NPC, I recommend you to fix it via ActOR2 instead of modifying the bmp itself. Open the spr&act file in ActOR2 (these must have the same name, open the sprite file if you are in ActOR, and the act file if you are in ActOR2, the programs will automatically open both files at the same time). Modify the YOffs (Vertical axis offset) in order to move the NPC image to its proper position. Since you want it to be higher, turn the YOffs value to a more negative value. If it's ~0, try with -40 (and so on, until you see the frame is located where you want it to be). The image must be a few pixels below the horizontal (floor) line, X axis. This way the NPC won't look like it's floating. Don't forget to do this for all the views (though you can save the act and open it in ActOR, then copy/paste views using the Edit Act menu).
  10. Sprites (.spr) are supposed to be made up by bmp files (indexed color mode, 8bits/256 color pallete). However (and only if it is really necessary) you can make sprites with 32 bit TGA files (this format is considerably bigger, and has no color pallet, thus you can't make recolors by modifying a .pal file (color info is stored in the image and not in a pallete file/.pal)). It's actually not better imo: Pros: TGA files allows you to use more than 256 colours (I have never seen a pixel art piece using more than 256 colors). Allows modification of the alpha channel. Cons: Bigger size No indexed color Only use TGA sprites for effects, and not for headgears, mobs, etc. You can add TGA images to a sprite using ActOR/ActOR2. Make sure SPR Type is 1 (this means the frame uses 32 bit images. ActOR2 has a built-in script to modify all the SPR Type values to 1 from 0).
  11. You will have to create it (which is what Puddings probably did, but I couldn't find those files). Just rip the icon and convert it to a sprite.
  12. IIRC that cursor was made by Puddings. If you can't manage to find it, you should try to contact him (afaik, he's not hard to get in touch with) Try here: http://auroras.free.fr/curseurs-animes2.htm
  13. This! It's nice to see there was no need to lose any content .
  14. I can't check the files since I'm not on my PC, but probably the problem is related to the image format. A basic thing in RO spriting (even more important that pixeling skill itself) is understanding the bmp format. All RO sprites (except for TGA sprites, which aren't going to be considered in this post) are made up of a collection of 8-bits bmp images, with a single shared palette file. This means that if you aren't experienced enough, if you don't start with a 8-bit bmp you will most likely get errors. Each one of those images probably have it's own palette (not a shared one), so when you create the sprite, all the images except the first one will look weird, because all the images will use the palette file located in the first bmp image. Besides, the BG color is not transparent. If you keep track of your palette pixeling your sprite in a 8 bit bmp (working with a Pixel Art friendly software is the best way to use your palette properly) you will easily apply the background color (transparent color) by getting the first color in your palette and draw the background with it. Other way to get a transparent color without using the first color in the palette (though I dislike it) is drawing the BG with magenta (#FF00FF). It's better to use the first color since you can choose any color you like (makes pixeling easier and better, since you can choose a neutral non-saturated color instead of magenta). To fix the error: In Photoshop: Convert all your images to RGB (Image-Mode-RGB), then index (selective) the first image, get the color palette (Image-Mode-Color Table-Save (as Microsoft Palette)), index the rest of the images (click custom index, instead of selective), load the palette you've recently saved, save the image as bmp (8 bit). Create the sprite again using the new images.
  15. Si es un proyecto de colaboración, el problema de la localización es fácilmente solucionable. Que haya una revisión de los textos antes de darles el visto bueno para ver cómo encajan.
  16. I believe I could be considered a neutral voice in the Spanish community (have no affinity to any server). I myself recommended Leeg for a simple reason: Proven real experience and qualification. In most companies, they follow the very same way to select their workers. I appreciate your effort, but if we can have a professional translator with good qualifications we should select him over other translators (there is no favouritism at all). My views on this: Work together if you all are able to have a professional attitude and don't get hurt by this recent change. Don't try to be the best, just kill the ego and try to work together
  17. *me credits himself for the badges in this reply* Maki refused to credit me, he hates the fact I got rights xD!
  18. Well, he's paying us for a favor. We are not a charity.
  19. ... If you pay $0.50 through PayPal, the person you will be paying to won't receive anything.
  20. DevilEvil

    Yooo

    Wb, glad to see you back :3
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