I'm working on adding 16-bit sprites support in the sprite editor. On one hand it will make it more convenient for modders who aren't used to deal with palettes and well, it IS 16 bit colors. This mean higher quality graphics but the trade off is that it's almost exactly 2x the size of sprites using 8 bit graphics.
You'll now be able to edit those few 16-bit graphics in galciv and if IIRC TurgotZ had encoded a lot of ships using 16-bit, so there ya go TurgotZ.
It's still not done, I first have to finish hacking the 16 bit file format but I'd say 80% of that work is done now.
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#1
by Citizen turgotZ - 7/13/2004 10:51:15 PM
I for one really appreciate the effort.since i lost all of my original flim strips for those ship, i've not been able to edit them outside with Mulit. Anyone that has used that program knows its a bit unruly. So thanks in advance.
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#2
by Veteran Dark Rain - 7/14/2004 3:13:26 AM
Adding 16 bit support lead me to get a better look at font files and the only thing I can say is that it's a real mess. I've identified a new type of font, new intricacies in the palette usage and more weird things.
-Not happy
[Message Edited]
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#4
by Citizen turgotZ - 7/14/2004 1:04:47 PM
I am such a happy modder
I'll start giving this version a thorough work out this weekend and post anything i find is amiss.
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#5
by Citizen turgotZ - 7/16/2004 3:10:50 AM
Had sometime to give this version a try here is what i have found.
the spirit editor will:
Encode spirits without a palatte file
It displays the import graphic correctly in the editor
Save and open spirits created with the editor
what i have found that the editor can not do sofar:
Will not open spirits encoded with the ship encoder those i created or the original deathknight
Spirits encoded at 16 bit display in Mutil corrupted. the graphic is sort of elongated across the screen. do to this the file does not work in game.
Excellent work so far, i look forward to the next release.
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