Help With some MM6 graphics

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
HushedDispatch
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Help With some MM6 graphics

Unread postby HushedDispatch » 01 May 2015, 20:50

So I am doing a complete sound and graphic revamp for MM6 MDoH and I am trying to figure out how the transparency works. How do I ensure that the background of the images are transparent? Like what color do I use to make the background go blank in game.
Last edited by HushedDispatch on 03 May 2015, 20:22, edited 1 time in total.

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Unread postby GreatEmerald » 01 May 2015, 21:14

IIRC the first colour of the palette is treated as transparent. Typically that's magenta, but may vary if you generate your own palettes.

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Unread postby HushedDispatch » 01 May 2015, 21:48

Obviously I am a nuber. I understand what you mean by palettes from the art stand point but how exactly do I determine palettes in photoshop? Or is there a better software I should be using....

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Unread postby GreatEmerald » 01 May 2015, 21:59

You generate a palette (colourmap) by setting the mode to indexed. Then you can view it and change colours around and whatnot (in GIMP: http://docs.gimp.org/en/gimp-concepts-palettes.html ).

I don't recall whether you absolutely need to export and import the palette and set the image to use it, or the import tools take care of that themselves nowadays. Hmm.

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Unread postby HushedDispatch » 01 May 2015, 23:56

thank you so much man! I will be sure to post my work somewhere. I have been using resources from Chaos Conspiracy, Skyrim, Fallout, Oblivion, and various other sources to make my mod. I am hoping it turns out awesome!

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Unread postby HushedDispatch » 03 May 2015, 08:33

Image

What could cause this

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Unread postby GreatEmerald » 03 May 2015, 08:52

Definitely an incorrect palette. Hmm, there are different tiers of enemies, and they all have their palette swaps, so I think there should be some way to assign which enemy uses which palette file. Maybe in one of the .txt files?

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Unread postby HushedDispatch » 03 May 2015, 09:07

Ill keep looking then. I used MMArchives advice when doing my pallette swaps and it mentioned just with monsters just to change the hue twice so that I had 3 pallettes.

Does there have to be a certain amount of difference? or is it just not smashing all the pallettes together and I have to edit something I wonder....Ill still be working into it if you come up with something please lemme know =D

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Unread postby HushedDispatch » 03 May 2015, 09:11

Think I may have found it. DSFT.BIN inside of Icons.LOD appears to assign images. I will see if I can fix it and fill you in.

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Unread postby HushedDispatch » 03 May 2015, 10:06

Well that was definitely the problem. As simple as graphic mods are for this game I was trying to take some shortcuts.

I am gonna reinstall the game and compare all the default monsters like mr cobra here to his default pallete before moving him around.
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Unread postby HushedDispatch » 03 May 2015, 17:33

Could you or Grayface please explain how to read this? What does each column affect?

I am having an issue with my sprites trying to use incorrect palettes vs my own.

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Re:

Unread postby CATMAN » 16 Mar 2023, 23:58

HushedDispatch wrote: 01 May 2015, 23:56 I have been using resources from Skyrim, Fallout, Oblivion, and various other sources to make my mod.
...funny to see all this in merged...


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