Making own tileset/spriteset
#1
Posted 28 August 2012 - 08:18 AM
Anyway my question is is that I want to make my first quest with custom tiles and sprites to separate it from the regular Zelda quests out there but I wonder about palettes, from what I've searched is that some csets should be avoided like the first 2 csets from top row, why? what tiles do they affect? should I care if I intend to change most/all the graphics from characters (be it hero, enemy and npc) to making a whole new tileset? I intend to aim for SNES style graphics not NES so I know I need to do quite a palette work but from what I've searched on this forum I haven't seen much topics to help me, their problems are different then mine.
I thought about decreasing the palette colours, slightly erasing some colours in the tiles/chars.
The tiles and chars are in 2 different image files so what would happen if the tiles and chars have a different palette?
Thanks in advance.
#2
Posted 28 August 2012 - 08:41 AM
If you want to change the level colors, focus on csets 3-5 (I think), and 2 is for dark rooms (maybe), 9 for flashing??? Sorry, I have limited experience, but that's what I recall. The sprites use a different pallete so don't worry about mixing the colors, having tiles and sprites with separate palettes is okay. To change the overworld tile colors, use the level palettes, and for the sprites use the main palette. For different overworld areas you can hit 1-10 on the keyboard to switch to different ones or f4 to enter a value. Assigning a level number 1-9 to a dmap may also force certain things to take on specific color values, but I think that's for the more classic style quest rules.
mmm hope that helps some, good luck
p.s. awesome Giygas pic
Edited by peteandwally, 28 August 2012 - 08:42 AM.
#3
Posted 28 August 2012 - 08:52 AM
Anyway since in this release ZC 2.50 RC4 you can change the characters/items trough Quests > Enemies/itmes/Quests > Graphics > Sprites > Link/Weapons/Misc sprites doesn't that mean they can use csets 1 - 5 as well? unlike in ZC 2.10 you cannot change their properties.
Thanks for the reply btw.
#4
Posted 28 August 2012 - 10:09 AM
CSet 6 is Link's CSet and changes when you get new rings.
CSets 0-1, 5, and 7-11 don't change between levels and are best for sprites.
#5
Posted 28 August 2012 - 10:36 AM
Edited by LavaWave, 28 August 2012 - 10:55 AM.
#6
Posted 28 August 2012 - 10:46 AM
CSets 2-4 are used for combos and change between levels. CSet 9 is used for level-specific sprites and can change between levels (though it doesn't always).
CSet 6 is Link's CSet and changes when you get new rings.
CSets 0-1, 5, and 7-11 don't change between levels and are best for sprites.
I want to be able to answer questions like you one day...
#7
Posted 28 August 2012 - 10:55 AM
#8
Posted 28 August 2012 - 11:16 AM
That way, if you mess things up, you don't ruin your main palette.
#9
Posted 28 August 2012 - 11:23 AM
#10
Posted 28 August 2012 - 12:05 PM
You could use a paletre editing program.
There is a palette editting program specifically for ZQuest main tiles/sprites? I use Gimp to edit palette's/colourmaps (which is specifically the palette of the main image files not the files in ZQuest) I did sort the palette/colourmap on hue, saturation and value which changes the location of each colour.
Now I just thought about something, if I make the palettes in gimp and ZQuest (level palettes) something like in this website
http://www.bigmessow...-palette-setup/
do these palettes help if I organize the colours in the CSets like that, would that work?
@MoscowModder I'l take your advice maybe I could manage something
Update: This is what I just did, I opened/started a new quest and exported the tiles via ZQuest and imported it's palette into my tiles and then I used those tiles, so far now my tiles are working fine altough missing some colours :/ I wonder if it's possible or if there is a better way to import your tiles with their proper palette or work it out properly, oh well, it's better then what I've been doing atleast.
Edited by LavaWave, 28 August 2012 - 02:01 PM.
#11
Posted 28 August 2012 - 02:15 PM
If you already have your pallettes set up how you want them, then, when you go to your tilepage and use "Grab", press "R" to recolor your sprites before you hit the "OK" button on the Grab screen. However, before you even open the tile editor, make sure you switch to the CSet that has the colors you want. If the sprites use colors in one of your level pallettes, as long as the colors you want are in the current level pallette (on the screen before opening the tile editor) when you're grabbing sprites, it will recolor them correctly. If not, go to a screen in your quest that uses the level pallette that has the colors you want.
Then again, if you choose 8-bit depth (instead of 4-bit), you only have to worry about the level pallette CSets (2-4, 9) and Link's CSet (6) colors changing; other than those, everything will stay the same.
Edited by Lightwulf, 28 August 2012 - 02:44 PM.
#12
Posted 28 August 2012 - 03:05 PM
Some graphics show their proper colour, some not, be it tiles or objects and I cannot make them properly change colours for other csets for you know, making grass and snow tile in one combo for example, this also gives problems for when I want to make a dungeon/other biome/area map.
#13
Posted 28 August 2012 - 09:46 PM
...
You know what, it'll help us to help you if you post some pictures of what you're talking about.
#14
Posted 29 August 2012 - 12:42 AM
Gimp screenshot.
http://imageshack.us...mpscreenie.jpg/
Test quest with the tiles.
http://speedy.sh/q62Ee/TestQuest.7z
Don't know what else I can do :/
#15
Posted 29 August 2012 - 12:48 AM
I am unable to take a print screen screenshot of ZQuest, it always comes up as a black screenshot when I paste in paint/Gimp or any other image editing program
If you press Z or F12 in ZQuest, it should spit out an image to your ZC directory. Are you trying that?
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