The Daily Click ::. Forums ::. Klik Coding Help ::. Changing the palette, back again
 

Post Reply  Post Oekaki 
 

Posted By Message

nim



Registered
  17/05/2002
Points
  7234
3rd August, 2012 at 03/08/2012 10:21:30 -

Hey everyone, quick question.

I want to change the MMF2 palette. That part is not a problem. What I want to know is - BEFORE I do this - how I'll be able to change it BACK to the original MMF2 palette. I remember there being a bmp file in TGF that you could open, view and refer to in order to change the palette back. There's a bmp file in MMF2's data folder but it seems to be a 1kb "transparent colour" image.

Anyone had experience with changing the MMF2 palette, and changing it back to the default one again?

Cheers!


 
//

Ski

TDC is my stress ball

Registered
  13/03/2005
Points
  10130

GOTW WINNER CUP 1!GOTW WINNER CUP 2!GOTW WINNER CUP 3!KlikCast HelperVIP MemberWii OwnerStrawberryPicture Me This Round 28 Winner!PS3 OwnerI am an April Fool
Candy Cane
3rd August, 2012 at 03/08/2012 12:59:32 -

Im thinking Hayo would be a good person to ask about this, he seems to have had a lot of experience with the MMF2 palettes...

 
n/a

Sketchy

Cornwall UK

Registered
  06/11/2004
Points
  1971

VIP MemberWeekly Picture Me This Round 43 Winner!Weekly Picture Me This Round 47 WinnerPicture Me This Round 49 Winner!
3rd August, 2012 at 03/08/2012 14:16:14 -

Although "defpal.bmp" only uses the one color (teal), it does contain a full 256-color palette, which is what MMF2 uses in the image editor.
The easiest thing to do, is to save a backup copy of defpal.bmp first, and then edit its palette using any half-decent graphics app (you could even just use MS Paint to create an image containing the colors in your palette, and save that as a 256-color bitmap).

Having said that, only using 256 colors in a game won't improve performance, and MMF2 really sucks as an image editor, so why bother?

 
n/a

nim



Registered
  17/05/2002
Points
  7234
3rd August, 2012 at 03/08/2012 15:09:42 -

I.. kinda like MMF's image editor actually.

So defpal.bmp is okay? It makes sense that "defpal" would be the default palette but I wasn't convinced that little 1kb file containing nothing but teal pixels would do the job. I'll just try it now and see what happens. If my future games contain a nauseating amount of teal you'll know that it didn't quite work out.

Edit: It worked! Cheers guys.

Edit2: Adam and Sketchy, you guys are two of my favourite people here. Make more games!

Edited by nim

 
//

Jenswa

Possibly Insane

Registered
  26/08/2002
Points
  2723
5th August, 2012 at 05/08/2012 11:31:58 -

Hi Nim,

you probably were expecting to see a palette as an image, instead of a palette embedded in the image. Image files are encoded with palettes in the file, or actually you can think of the 256 color bitmap to have a default 256 color palette embedded or yours to make. Same for 256 color gif or png.

But if you use a 24-bit color or 32-bit color (instead of 8-bit == 256 colors) image, it has 'all' possible colors so there is no need for a palette anymore. But still somewhere in the file you need to specify this.

That's it put simply. So your image needs to have a palette, either our huge default one containing 'all' possible colors or a custom embedded one.

By the way, can you edit the MMF2 palette on the fly? To create some nice plasma effects for instance?
http://gouwevrouwe.nl/gouwevrouwe-xml/files/canvas/plasmademo/plasmademo.html


 
Image jenswa.neocities.org

nim



Registered
  17/05/2002
Points
  7234
14th November, 2012 at 14/11/2012 05:23:22 -

Jenswa, I don't know why but I didn't see your reply until now. I guess I didn't check the site for a few days and just missed it. Thanks for the reply

 
//
   

Post Reply



 



Advertisement

Worth A Click