Ambrosia Garden Archive
    • Graphics Problem


      Hey everyone,

      I seem to have a bit of a graphics problem here, which i think is because of coldstone. Hopefully someone can prove me wrong. Here's the problem:

      A couple of days ago i started to try to make my own characters is poser 4. Just to see if they would work in coldstone, i exported them as pict files, and followed the guidelines in the manual (RLE compression, 72 dpi). When i imported them into a map lets say (just as a new layer to see if they would look good), they looked fine in the map editor. But as soon as i loaded the game up, i saw that they had turned discolored, and the white around them (the background of the picture that was supposed to be removed) had turned blue and the character had been died pink.

      I said to myself, "What the heck?" and tried to import different files such as jpeg and bitmap. Both were better than the pict file, only because they were not discolered. Most of the white around the characters had been removed, but their was a little white around the edges of the characters that was very noticable.

      So my question is, "What is going on?"
      If anyone has any idea, i would be glad to hear it. I definitley want to creat my own art for my game, and i would hate to have to JUST use the coldstone set of graphics (although i will use most of the graphics, just i would import some of my own). Thanks in advance to anyone who can help.

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      jordo

    • I have been using a bit of 8-bit artwork and I found they only seem to work properly if they are saved as 16-bit pict files. This probably isn't your problem, and you probably know it already, but just thought I'd tell you.

    • Quote

      Originally posted by jordo:
      **Hey everyone,

      I seem to have a bit of a graphics problem here, which i think is because of coldstone. Hopefully someone can prove me wrong. Here's the problem:

      A couple of days ago i started to try to make my own characters is poser 4. Just to see if they would work in coldstone, i exported them as pict files, and followed the guidelines in the manual (RLE compression, 72 dpi). When i imported them into a map lets say (just as a new layer to see if they would look good), they looked fine in the map editor. But as soon as i loaded the game up, i saw that they had turned discolored, and the white around them (the background of the picture that was supposed to be removed) had turned blue and the character had been died pink.

      I said to myself, "What the heck?" and tried to import different files such as jpeg and bitmap. Both were better than the pict file, only because they were not discolered. Most of the white around the characters had been removed, but their was a little white around the edges of the characters that was very noticable.

      So my question is, "What is going on?"
      If anyone has any idea, i would be glad to hear it. I definitley want to creat my own art for my game, and i would hate to have to JUST use the coldstone set of graphics (although i will use most of the graphics, just i would import some of my own). Thanks in advance to anyone who can help.

      **

      Same experience. The white line is caused by anti-aliasing, and you can turn that off in your Poser render. The strange coloration, however, is somehow caused by the alpha channel Poser creates. If you can't disable that option, you may have to open in PhotoShop and delete the alpha channel, then save out again as PICT.

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      everywhere else, it's --
      "Nomuse"

    • Hey guys its me jordo(i'm too lazy to find my password)

      I imported one of the files as a png file and for some reason it worked. I think what captain arashi said is probably right, but i have yet to test it out. Right now i am thinking that the png file i tested had anti aliasing turned off. (This sucks because i had though i figured it out, so i exported a whole bunch of frames for animating into coldstone, with antialiasing on.) Oh well. It was good practice. I'll keep experimenting with it until i figure the alpha channel thing out (if i can't i'll just use png files without anti aliasing.) Thanks again guys, without you i'd be lost.

      Jordo

    • Quote

      Originally posted by jordoman:
      **Hey guys its me jordo(i'm too lazy to find my password)

      I imported one of the files as a png file and for some reason it worked. I think what captain arashi said is probably right, but i have yet to test it out. Right now i am thinking that the png file i tested had anti aliasing turned off. (This sucks because i had though i figured it out, so i exported a whole bunch of frames for animating into coldstone, with antialiasing on.) Oh well. It was good practice. I'll keep experimenting with it until i figure the alpha channel thing out (if i can't i'll just use png files without anti aliasing.) Thanks again guys, without you i'd be lost.

      Jordo**

      I'd like to get the alpha channel working for me -- with a .png, I assume -- because a semi-transparent NPC could be a useful thing. Hey, it seems to work with spell animations...! Most NPCs are so small, tho, a hard line is not a problem.

      ------------------
      everywhere else, it's --
      "Nomuse"