![]() Color IDs require precise numbers, so hard/crisp edges are necessary. You'll need to do this for all color areas in your custom sprite.Īlso remember to turn off feathering and antialiasing and any other source of blur. The main hat part must have R=2 G and B can be any number. So in your Color IDs layer, the main hat part should be colored something like (2,0,0) or (2,255,255) or (2,155,89) or (2,33,44). In your custom sprite, you have to match these color areas via the red channel. In this example, the main hat part has a color ID of 2. When you click an area on a sprite, the sidebar will show you the corresponding color ID (the circled number on the left). You need to use the Palette Editor as a reference. However, a Color IDs layer is still necessary. You're allowed to submit Highlights and Shadows instead of a single Base Colors layer, although my create_sprite.py script will process that differently. Their mother, the Queen Nancy, was the Skullgirl seven years ago. She is the younger of the two Canopy Kingdom princesses, her older sister being Parasoul. See my replies below for example submissions. Umbrella Renoir (JP: Umburera Runowru) is a downloadable playable character in Skullgirls 2nd Encore. So I guess it's not important to stay consistent with them in your submissions. For existing characters, you can reference the Palette Editor (click on a sprite and you'll see the corresponding color ID as a circled number in the sidebar).ĥ.2.0 update: Apparently, official color IDs can change. Skullgirls: Umbrella This content requires the base game Skullgirls 2nd Encore on Steam in order to play. Step 4 requires a bit of coordination since all sprites of a single character would need matching color areas and matching color IDs. Here are some sample PSD files of sprites I've converted: Google Drive Folder I will input it into create_sprite.py and upload the result to the Palette Editor.Īlternatively, instead of raw.png and base.png, you may submit a highlights layer ( highlight.png) and a shadows layer ( shadow.png). ![]() ![]() Submit the layers ( raw.png, line.png, base.png, and area.png) in a reply to this post.If you're picky about color IDs, encode them in the red channel.if the hat and the skin are both colored #A1B2C3 in your area.png submission, then the hat will always be skin-colored in the Palette Editor no matter what.) If colors match in this color map, they will match forever.Different items/materials/areas should be different colors.Using the base colors layer, create the color areas layer ( area.png).For other tools, turn off anti-aliasing and feathering. Use the pencil tool instead of the brush. Using the raw image, create the base colors layer ( base.png).The script only reads the alpha channel here it does not use any color information.If using selections, turn on anti-aliasing. Using the raw image, create the linework layer ( line.png).So now that I've got the process down, I'm opening submissions. I figured out a method to turn normal sprites into palettized sprites (sprites readable by the Palette Editor) a while ago, around the time Annie was announced.
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