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"Proudly forgetting over a decade of video games history"
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Character PNG Format HELP!!! :cries: |
|  | Is their a way to have your characters PNG format on your BOR Mod, and have it work, I really need it.... |
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|  | Why don't you just convert them to a format that is supported? |
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|  | Just wondering as a guest here, but why doesnt the whole engin support only pngs? it looks much nicer, easier for color changes in a lot of respects, and most other 2d games use them aswell. GIF has all of that horrid colour distortion |
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|  | 0;Ricky.T wrote: Just wondering as a guest here, but why doesnt the whole engin support only pngs? it looks much nicer, easier for color changes in a lot of respects, and most other 2d games use them aswell. GIF has all of that horrid colour distortion |
Ricky, you are very wrong.
While it is true that the PNG format supports 24-bit and even 32-bit image data, that doesn't mean the engine will magically sprout a true-colour screen if PNG support is added. You'd have to use the PNG files in exactly the same way that GIF files are now used.
Anyway, the GIF format does not have "horrid colour distortion". If the colours in your GIF files look different from the colours in your image editing software, you should either use better software, or use your software better. |
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|  | Gif only uses 256 colours, and has a habbit of changing the look of things by adding different coloured pixels on the animation. im just saying i dont see why the game doesnt just support png as it is more widly used, and a smaller file format. |
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|  | | and has a habbit of changing the look of things by adding different coloured pixels on the animation. |
This is simply not true; the file format itself does not add or change pixels, this effect is called dithering and it is done by your image editing software when converting true-colour image data to indexed-colour. Most software uses dithering by default, but allows it to be turned off.
As I tried to point out earlier, PNG support doesn't magically increase the number of colours supported by the engine's graphics rendering code. If PNG files were supported by the Beats of Rage engine, it would support only 8-bit PNGs because that's the only data it is able to handle internally. The maximum number of colours in 8-bit PNGs: 256.
Also, while it is true that PNG files are potentially smaller than GIF files, the difference is only marginal. I say "potentially" because not all graphics editors have the optimised deflate algorithms required to save such small PNG files. A PNG file saved in Photoshop will likely be bigger than the same file as a GIF. But who cares -- we're not talking about anything more than a few bytes here. I don't see anyone stripping their text files from comments and blank lines to win a few bytes either. |
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|  | i have always used pngs in games because usually it is best to get every bit of extra space possible. gif files have always edited the colors when i save them as animations, ad it never gives options to turn them off. ms paint obviously does this to extremes because it is crap with saving, like saving a JPEG in paint, has really bad quality. imageready always saves animations to look normal, but still adds in the odd pixels across random areas of the picture. thats what ive always found.
i just wondered why png's werent used instead of gifs because they are more globally used, and are generally smaller. |
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|  | PNG is a lossless compression format so they aren't really smaller. In fact they are as huge as BMPs when decompressed in RAM.
Regarding your problems with GIF, try this tutorial for some nice colorful graphics in your mod: http://borrevolution.vg-network.com/tutorial.htm |
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|  | im talking about animation here using adbe imagready. and i know pngs are as big as bmp when decompressed in game, its the size of the game i mean. in industry they use png for 2d graphics more than anything because of its clearness and the fact that it is so small on disc. |
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Are you in the industry, Ricky?
You're starting to resemble a broken record. |
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|  | no, but my uncle is, and im currently being taught to do 3d models by the lead artist at EA games, Redwood, CA. |
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EA aren't very popular round these parts. |
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|  | | im talking about animation here using adbe imagready. |
There is no way of saving animations in PNG. |
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|  | | EA aren't very popular round these parts. |
I'm sure it wasn't intended, but that sounded very unfriendly.
| There is no way of saving animations in PNG. |
Any sequence of stills can be considered an animation, the format doesn't really matter.
| no, but my uncle is, and im currently being taught to do 3d models by the lead artist at EA games, Redwood, CA. |
That's pretty cool, of both you and your uncle.
BoR uses palettes, gif uses palettes; handy. In the "industry" they don't often use palettes anymore, least of all in modern 3d-games (me thinks). So there png's are probably very useful. |
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|  | I am currently making a game very simlar to streets of rage in the way it works, and we are using true color pngs. i didnt mean pngs for animation, i meant gif. whenever i save an animation as a gif, it always does dithering and doesnt let it stop it. the game engine animates pngs for us literally by going through them one after the other, but can only save a png animation as an .exe....but thats erelevent.
i know EA arent exactly god's gift, and im not a big fan of thier games either, but they are the worlds biggest game corporation, closesly follwed by activision. (who gave up tenchu to sega damn them!)
also, im sorry for making a bad start on this forum by arguing with admin...not very sociable i know |
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|  | You should probably check this out then. Someone has already started work based on BoR using PNG format. Though I slightly looked at the code and it seems he has removed allot of the bor scripting for hardcoded commands...... I wonder why..?!?
LoL... forgot the link: http://sourceforge.net/projects/paintown |
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|  | Game compaines make new game engines practically ever other week! Every game engine is different, according to the game it is being made to make. OpenBOR was obviously designed to use GIF files for all of the graphics, or at least most of them. If you make the game engine use PNGs as it's primary image files to load, there is no problem. If you started to want to use GIFs, it probally wouldnt like it, and you would have to hard-code it all in aswell. Our game engine is currently supporting PNGs, FPGs (A spanish format by Bomber Games), Gif, JPEG. The only one used for in game graphics like maps, character sprite sets, animations and so on, are PNGs. JPEG is only used for still images in high resolution games...or at least thats what the plan was when we implimernted them. FPGs don't need t be supported anymore because we made them all into PNGs now so the pixle color changers can react to them, and GIFs were being using for small animated scenes. But now we are just going to use the actual game engine to do animated scenes.
So basically, what im trying to say is, every game engine is very different. OpenBOR wasn't desinged for using PNGs, it was designed for GIFs. so changing that could cause bugs in areas, it could also mean that to get them to work properly, you have to hard-code it in. |
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|  | Actually BoR was designed for using 8-bit image data. It really doesn't matter to the engine whether this data is loaded from GIF, PCX, BMP or PNG (if PNG support is added). There is no "primary" format as far as the code is concerned. However, since the original game used only GIFs, it's the safest choice as they're guaranteed to work in every port and version. |
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|  | We have only stuck to FPGs and PNGs for characters and levels because they are the easiest to do color changes to the characters as they come on screen. we also plan to do real-time pixle changes so when you walk past a window, your pixles colours will change accordingly, by making the inner pixels darker, and the surrounding, lighter. |
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