Downloads containing planet esion - tip for making your own 32-bit tilesets.txt

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JJ2+ Only: Planet Esion happygreenfrog Tileset N/A Download file

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While I'm here... how about a tip for anybody else wanting to make a 32-bit
tileset?
You need to have a palette still in your mask image, but there's a fairly
simple way
to get that going without making your mask in a different program from the
one you'd
normally want to make your tileset in.

So, first order of business, you mask image. Make it in whatever software
you like.
Your mask image can use any two colors while you're making it. Just make
sure neither
of those is transparency, and make sure it's *only* two colors. You'll be
changing
them to the correct colors the game is expecting later when you add the
proper palette.
So, once your mask is done...

GraphicsGale, a free program, can import the sample tileset from JCS to get
a
workable palette loaded into it. From there, it's possible to move your
mask from
your initial image over to that sample tileset image, then export the
result as a
new image.

That probably doesn't make much sense on its own, so here's a proper
explanation:

To start out the process of adding the palette, load the sample tileset
from JCS
into GraphicsGale. (If you don't have that, hop on over to JCS's manual.
I forget exactly how you export it from that, but it does have it,
rather importantly.) The mask image should then be loaded into GraphicsGale
as a
separate image from the JCS template.

Resize the JCS template to the size of your mask image. Change the colors
from the
mask image to match the JCS template by changing the colors in the palette
itself,
rather than, say, adding new colors to the palette and manually drawing
over them
all to use the new ones.

After that, press "copy" while the mask image is the window you have
highlighted in
the editor, then paste it into the now-resized JCS template. Make sure that
in the
resulting image, palette index 000 is used for the parts you don't want to
be
collision, and index 001 is the part used for collisions. Far as I can
tell, this
is necessary for the compilation to work as intended.

At this point, export the image as a bmp.

This way, you can use any software you want for the entire rest of the
tileset
drawing process.