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Author Topic:   Gif and .dcc and colors and solutions ... some info
TeknoKyo
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Posts: 1734
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Registered: Feb 2001

posted 10 December 2001 23:46     Click Here to See the Profile for TeknoKyo   Click Here to Email TeknoKyo        Reply w/Quote   Visit TeknoKyo's Homepage!
This is a reply to a posting on my forum and thought it might be helpful here.

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I have quite a few gif animators ... but I like working with Animation Shop that comes with PSP. ... but note that during optimizations ... the colors will somewhat be replaced by nearest color for new output.
Usually the .gif comes out very close to the original ... the more important thing is during .dcc save and the Act1, Act2, Act3, ... etc pallettes. Use the Act pallette that you want the monster to appear on... The base color will also depend on the Act that the monster appear on... Ie ... if you save using with Act 1 pal during .dcc save and use the mons on Act 5 ... there might be some psychedelic spots.

There are a few things that controls the color shifting during gameplay ... the type(baseID) of monster and the clone line used which can be taken care of by using different palshifts. .. On uniques/superuniques, the extra shifting can be turned off with nouniqueshift = 1.

To make base color for all shift types ... use a straight 2K size palshift ... ie 01,02,03 ...FA,FB,FC,FD,FE,FF ... for all the shifts ... with a hex-editor(copy 00-FF and paste 6 times starting from 100 and remove the delete the rest after 7FF) ... this'll make all variants look like the base shift.

Another thing with using Animation shop is there could be some wierd duplicated last frame and 1st frame non transparent during .dcc save. ... this can be taken care off with duplicating 1st frame and also last frame .. and select frames 1(not 0) to Last frame -1(not last) during .dcc save.

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Note there are easier ways to do what you want.

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http://www.planetdiablo.com/teknokyo/

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FoxBat
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Posts: 1618
From: PA, USA
Registered: Feb 2001

posted 11 December 2001 19:21     Click Here to See the Profile for FoxBat   Click Here to Email FoxBat        Reply w/Quote   
The main trouble I've had is that I have no idea how to specify the "transparent color" in the GIF. Which color is it? I don't exactly understand the specifics of the GIF either, it seems that it doesen't use even pallete sizes (IE 255 colors) but rather optimizes to use the smallest # of colors possible?

The other trouble I have is not having a good animated GIF editor Thats the main reason I've used hexing to get this stuff done, but it's a pain, and doesen't work on non-D1 stuff.

If you want a monster to appear in any/multple act, use the "static" pallete. This uses only the portion of the pallete that does not change between acts, all of Blizzard's D2 monsters use this.

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TeknoKyo
Forum Admin.

Posts: 1734
From:
Registered: Feb 2001

posted 11 December 2001 23:39     Click Here to See the Profile for TeknoKyo   Click Here to Email TeknoKyo        Reply w/Quote   Visit TeknoKyo's Homepage!
For transparency ... on D1 gfx ... with Animation shop ... I usually just do a color-replace to get it to be tranparent ...(ie black to transparent). On D1 gfx gfx ... the shadows are transparent and background is black when loaded into my animator ... so I have to replace transparent to black and black to transparent... an extra flood fill step for removing shadows(unless the gif don't have black).

If using flood-fill method(for background and shadows) ... just check/select canvas color(canvas must be transparent).

As for color/palettes ... I just let it auto-optimize as per the animator settings(using a higher color count/better quality usually does give better colors)... and then take care of that during .dcc save with the 1 of the pallettes. ... Usually it'll be taken care off.

Check your foxbat_stargazer@yahoo.com ...

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http://www.planetdiablo.com/teknokyo/

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