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Author Topic: Trouble w/ My Separated Pallete in Fighter Factory  (Read 590 times)

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Offline Atomic

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Trouble w/ My Separated Pallete in Fighter Factory
« on: January 14, 2009, 11:41:19 PM »
I've been looking for help on other Mugen sites, but have received little.  It seems pallete separation has become a mysterious lost art.  I came here because IMT seems to attract folks who are willing to help aspiring creator noobs like me.  Please help me out, IMT! [-O<

Okay, I've started separating my first pallete.  I've done about 10 or so sprites so far (basically the standing animation).  I added the group into Fighter Factory to see how it worked.  I made sure to click shared pallete and auto apply pallete.  The problem is, each sprite won't share the changes I make to the pallete (and sometimes won't even show the changes I make to the sprite I'm actively working on :-??).  Cyanide was kind enough to offer this:

Erm. If you had created everything correctly in the first place i wouldn't have to explain anything. Stupid tutorials that don't explain the basics or reasoning behind anything but just tell you click here and you're good to go &^#*&$Y#*&T&*^$*&^Y&#$^*!!!

Lets do some REALLY basic stuff.

The SFF's overall pallete for the character is set by image 0,0.
The pallete for this file is the one the .act in mugen uses. If you create a new .act it will change the colours on this image, but if all the rest use a slightly different pallete, it will not change the colours.
Your pallete should be the same for all character sprites. You may append extra colours to the end of it with no ill effects but those colours may not be used in older sprites unless you update their pallete.
If you use auto apply pallete it will take the pallete from 0,0 and apply it, probably with nearest colour matching rather than maintain indexes.

Do everything, and create a new testing sff for this stuff. That way you can start from the beginning with the images and see the changes you make correctly with an all new pallete and .act file.

When i did this i exported the sff, changed the images, recreated my .act, and then reimported them. Axis stayed the same and the process as a whole was pretty painless. If you don't understand the basics of making an sff correctly you'll have some issues with this.

Any tutorial that tells you to use FF for pallete creation and manipulation is f**ked in the head.

Unfortunately, this is just a little over my head.  This is my first time doing anything like this, and I don't know much about the technical side of Mugen.  I thought pallete separation would be a relatively simple process (shows how much I know).  Can anyone help a brother out and explain this in a step-by-step so a beginner can understand? 

Help me Obe Wan Kenobe, you're my only hope. 
« Last Edit: January 14, 2009, 11:46:26 PM by Atomic »



Offline Spidermew

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Re: Trouble w/ My Separated Pallete in Fighter Factory
« Reply #1 on: January 14, 2009, 11:48:34 PM »
I think a simple visual demenstration will help you out.



Offline Atomic

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Re: Trouble w/ My Separated Pallete in Fighter Factory
« Reply #2 on: January 19, 2009, 03:27:20 PM »

Thanks for the reply, SpiderMew, but my difficulty is specifically with applying sprites whose palletes I've separated. 

Also, aren't you supposed to click optimize before you begin transferring the pallete from the right side box to the left?

Offline Spidermew

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Re: Trouble w/ My Separated Pallete in Fighter Factory
« Reply #3 on: January 19, 2009, 03:39:16 PM »
Thanks for the reply, SpiderMew, but my difficulty is specifically with applying sprites whose palletes I've separated. 

Also, aren't you supposed to click optimize before you begin transferring the pallete from the right side box to the left?

I never Optimize, it can screw up things sometimes, atleast thats what i hear.

Offline O Ilusionista

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Re: Trouble w/ My Separated Pallete in Fighter Factory
« Reply #4 on: January 23, 2009, 03:54:10 PM »
that happens because there are some unshared paletes sprites that come first from the shared ones.

To mugen read it perfectly, the shared palete sprites MUST COME FIRST (the only exception is 9000,1 - the big portrait) than the non shared. When you put a not shared sprite on the sff, ALL SPRITES THAT COME AFTER IT WONT SHARE paletes.

You don't need to click optmize.

Offline Atomic

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Re: Trouble w/ My Separated Pallete in Fighter Factory
« Reply #5 on: January 25, 2009, 11:08:40 PM »
that happens because there are some unshared paletes sprites that come first from the shared ones.

To mugen read it perfectly, the shared palete sprites MUST COME FIRST (the only exception is 9000,1 - the big portrait) than the non shared. When you put a not shared sprite on the sff, ALL SPRITES THAT COME AFTER IT WONT SHARE paletes.

You don't need to click optmize.

Thanks, O.  When I get some time, I'll try to digest this and implement it.

Offline El Chupacabras

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Re: Trouble w/ My Separated Pallete in Fighter Factory
« Reply #6 on: January 26, 2009, 12:20:11 AM »
...
the shared palete sprites MUST COME FIRST (the only exception is 9000,1 - the big portrait) than the non shared...

You can also have the big portrait at the end. There's really no reason why you should have it at the beginning.

Offline MirageAtoli

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Re: Trouble w/ My Separated Pallete in Fighter Factory
« Reply #7 on: January 26, 2009, 12:34:04 AM »
Quote
You can also have the big portrait at the end. There's really no reason why you should have it at the beginning.

Mugen has to load the entire SFF until it reaches the portraits.
Putting the portraits at the beginning optimizes for initial loading.

Offline Scar

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Re: Trouble w/ My Separated Pallete in Fighter Factory
« Reply #8 on: January 26, 2009, 08:42:23 AM »
Good ol Spidermew came to the rescue..

I like your voice, sounds real pro like..

Well excluding that I Feel Pretty vid from years past.  :D

Good Job.
!!Unite, Mobilize, Destroy!!

Offline Fallen_Angel

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Re: Trouble w/ My Separated Pallete in Fighter Factory
« Reply #9 on: January 26, 2009, 08:45:01 AM »
Mugen has to load the entire SFF until it reaches the portraits.
Putting the portraits at the beginning optimizes for initial loading.

Thats correct............but these only affects when a lot chars has it like these...so one or two, doesnt make any difference


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