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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recent changes to Spriting</title><link>https://sourceforge.net/p/hercules/wiki/Spriting/</link><description>Recent changes to Spriting</description><atom:link href="https://sourceforge.net/p/hercules/wiki/Spriting/feed" rel="self"/><language>en</language><lastBuildDate>Mon, 20 Feb 2023 05:03:25 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/hercules/wiki/Spriting/feed" rel="self" type="application/rss+xml"/><item><title>Spriting modified by Brynner</title><link>https://sourceforge.net/p/hercules/wiki/Spriting/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;&lt;span&gt;[Category:Incomplete]&lt;/span&gt;&lt;/p&gt;
&lt;div class="toc"&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="#creating-your-own-frames"&gt;Creating Your Own Frames&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#ff00ff-we-do-this-because-you-may-have-two-magentas-in-your-color-table"&gt;FF00FF). We do this because you may have two magenta's in your color table&lt;/a&gt;&lt;ul&gt;
&lt;li&gt;&lt;a href="#making-a-sprite"&gt;Making A Sprite&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#editing-a-sprite"&gt;Editing a Sprite&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#simple-way-to-prevent-theft"&gt;Simple Way To Prevent Theft&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#see-also"&gt;See also&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/div&gt;
&lt;h2 id="creating-your-own-frames"&gt;Creating Your Own Frames&lt;/h2&gt;
&lt;p&gt;You will need&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Image Editing Software (e.g. &lt;a class="" href="../Photoshop"&gt;wikipedia:Adobe_Photoshop&lt;/a&gt;) &lt;/li&gt;
&lt;li&gt;Concept &lt;/li&gt;
&lt;li&gt;Skill &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;When creating a new image, it is recommended that you use the bitmap format.&lt;br/&gt;
The size itself depends on what it is you are planing to make. It does not&lt;br/&gt;
need to be a particular size (only the inventory item sprite and .bmp image&lt;br/&gt;
must have a size of 24x24 px, it is recommended that the drop sprite be this&lt;br/&gt;
size too), but remember the bigger it is the more likely it is to look odd&lt;br/&gt;
inside the game (and if your frames are too big, there is a big chance of&lt;br/&gt;
getting an error ingame). The background needs to 'Magenta'. The hexadecimal&lt;br/&gt;
format of this color is #FF00FF. The RGB for this color is R 255, G 0, B 255.&lt;/p&gt;
&lt;p&gt;Now that you have the size and everything figured out, its time to change it&lt;br/&gt;
from .bmp to indexed color. Download this file: &lt;a class="" href="../RO%20common
colors"&gt;RO Pixeling Colors&lt;/a&gt;, then navigate to Image &amp;gt; Mode &amp;gt; Indexed Color... In the window that&lt;br/&gt;
pops up, the palette can be anything you want, but if forced you select&lt;br/&gt;
Custom... Then select load and change file type from .act to .pal, then find&lt;br/&gt;
the .pal file then select and open it, it will be wherever you saved the file&lt;br/&gt;
to. Once it has loaded, make sure the colors are 256, then select OK, then you&lt;br/&gt;
will now have an image compatible with ragnarok, and you can now draw out your&lt;br/&gt;
image. After this you can save your image as .bmp (bitmap).&lt;/p&gt;
&lt;p&gt;You must get familiarized with this color table (you can access to your color&lt;br/&gt;
table in Photoshop through Image &amp;gt; Mode &amp;gt; Color Table). First color in the&lt;br/&gt;
color table is the transparency color. This means that ingame, this color&lt;br/&gt;
won't appear. This color must be #FF00FF for inventory items (you can change&lt;br/&gt;
the colors of the color table by clicking on them. You can also make color&lt;br/&gt;
gradients by selecting a group of colors if you are working with Photoshop).&lt;br/&gt;
It can be any other color for Mobs, Jobs, Headgears, etc. However, It is&lt;br/&gt;
recommended to use this color as background transparency color. Make sure&lt;br/&gt;
background color is the first color in the color table. It is common that&lt;br/&gt;
color #FF00FF (magenta) appears as the third color in the color table, and not&lt;br/&gt;
first. If you are working with inventory items images, you must change this&lt;br/&gt;
color to any other color and make first color #FF00FF. Then, you must change&lt;br/&gt;
the background color to #FF00FF manually (replacing the background color for&lt;/p&gt;
&lt;h1 id="ff00ff-we-do-this-because-you-may-have-two-magentas-in-your-color-table"&gt;FF00FF). We do this because you may have two magenta's in your color table&lt;/h1&gt;
&lt;p&gt;(one in the first cell and another one in the third). If this happens and you&lt;br/&gt;
make your background color #FF00FF you may be using the third color, and not&lt;br/&gt;
first. What will happen then? It will make a part of your inventory skin&lt;br/&gt;
background disappear. So background color must be always the first color in&lt;br/&gt;
the color table, and when we are working with inventory items, it also must be&lt;br/&gt;
color #FF00FF.&lt;/p&gt;
&lt;p&gt;Some spriters usually use some neon colors as references, to make the edges of&lt;br/&gt;
their sprite before coloring it. It is recommended you start making only the&lt;br/&gt;
edges, so you can concentrate only in the perspective and size of your sprite&lt;br/&gt;
without caring about shading. Neon colors are pretty visible, so if you happen&lt;br/&gt;
to need them, add some neon colors to your color table and then use them in&lt;br/&gt;
your frame.&lt;/p&gt;
&lt;p&gt;Finally, when you finished making your base image for pixeling, you can put an&lt;br/&gt;
image of the color table and pick colors with the eyedropper. If you are&lt;br/&gt;
working with paint, in example, you can cut and paste an image with all the RO&lt;br/&gt;
common colors. There is a small &lt;a class="" href="http://www.divinero.net/devilevil/PixelingColorsTable.bmp" rel="nofollow"&gt;table of RO&lt;br/&gt;
colors&lt;/a&gt; that you&lt;br/&gt;
can use for this.&lt;/p&gt;
&lt;h2 id="making-a-sprite"&gt;Making A Sprite&lt;/h2&gt;
&lt;p&gt;As soon as you have one frame (8bits/256 colors bmp image), you will be able&lt;br/&gt;
to create your sprite. For this, you will need a SPR maker. You can use &lt;a class="" href="http://www.divinero.net/devilevil/archivos/tools/SPRConviewer.rar" rel="nofollow"&gt;SPR&lt;br/&gt;
Conviewer&lt;/a&gt;&lt;br/&gt;
(made by bakausagi) to make your sprite. Once you opened SPR conview, you will&lt;br/&gt;
have to go to "Convert &amp;gt; Bmp to SPR" (only works with 8 bits bmp images).&lt;br/&gt;
Click on "Add" and select all your frames. Try to name them like "Frame1",&lt;br/&gt;
"Frame2", etc. and then select them all at the same time. If not, the order of&lt;br/&gt;
frames in the sprite may not be correct. Avoid using control + click to add&lt;br/&gt;
more frames. Select them all and if you selected something you don't want,&lt;br/&gt;
just use control + click to deselect it. But don't use it to select frames&lt;br/&gt;
because it may mess the frames up. Then, browse the directory where you want&lt;br/&gt;
to save the sprite. When you finished with that, disable "encode" (because the&lt;br/&gt;
frames may appear messed up and cut). Click convert and then open the sprite&lt;br/&gt;
in conview to make sure it looks right.&lt;/p&gt;
&lt;p&gt;There are other sprites that don't use 8 bits bmp images, but 32 bits TGA&lt;br/&gt;
images. Those can only be made with&lt;br/&gt;
&lt;a class="" href="http://ratemyserver.net/index.php?page=download_tool" rel="nofollow"&gt;Actor&lt;/a&gt; (either 1 or 2).&lt;br/&gt;
You must add image per image and then save it as a sprite. You can't open&lt;br/&gt;
these sprites with SPR Conview. The making of this sprite is different and&lt;br/&gt;
more advanced, but you will be able to use four channels (RGB and Alpha).&lt;/p&gt;
&lt;h2 id="editing-a-sprite"&gt;Editing a Sprite&lt;/h2&gt;
&lt;p&gt;Remember that if this is a custom sprite that someone else made, to first ask&lt;br/&gt;
permission before editing the sprite. Use a tool like SPR Conview to first&lt;br/&gt;
convert the sprite from .spr (sprite) format to .bmp (bitmap) format. To be&lt;br/&gt;
safe your sprite should have the same frame's as the one you are editing (if&lt;br/&gt;
you plan to make a whole new sprite based off the original), but it is not&lt;br/&gt;
required. If you are to share your sprite with the community, please include&lt;br/&gt;
the words "Originally made by: (Username here)", as the original owner may get&lt;br/&gt;
angry.&lt;/p&gt;
&lt;h2 id="simple-way-to-prevent-theft"&gt;Simple Way To Prevent Theft&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Note: This doesn't guarantee that your sprite is safe. But if this frame is&lt;br/&gt;
included you have definitive proof that the sprite is yours.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Simply include a frame with the sprite that has your username or name on it,&lt;br/&gt;
it may show up in game depending on what kind of sprite it is. Just make sure&lt;br/&gt;
you have all the frames required filled, then include one extra frame with&lt;br/&gt;
your credits. For example the drop sprite for an item only needs one frame, so&lt;br/&gt;
you can include a second with your credits. The maximum size the credit frame&lt;br/&gt;
can be is 179x33.&lt;/p&gt;
&lt;p&gt;If you had different versions of the sprite you can also include one frame or&lt;br/&gt;
a screen shot of the frames as evidence.&lt;/p&gt;
&lt;p&gt;You can also put your username on the collection image. This can be easily&lt;br/&gt;
removed from the folder, but most servers do not remove the collection image.&lt;/p&gt;
&lt;h2 id="see-also"&gt;See also&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a class="" href="../Data"&gt;:Category:Data&lt;/a&gt; &lt;/li&gt;
&lt;li&gt;&lt;a class="" href="../Database"&gt;:Category:Database&lt;/a&gt; &lt;/li&gt;
&lt;li&gt;&lt;a class="alink" href="/p/hercules/wiki/Palettes/"&gt;[Palettes]&lt;/a&gt; &lt;/li&gt;
&lt;li&gt;&lt;span&gt;[Sprite Recolors]&lt;/span&gt; &lt;/li&gt;
&lt;li&gt;&lt;span&gt;[Pixeling]&lt;/span&gt; &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;span&gt;[Category:Spriting]&lt;/span&gt;&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Brynner</dc:creator><pubDate>Mon, 20 Feb 2023 05:03:25 -0000</pubDate><guid>https://sourceforge.net1b99cc9c0dd4386c5242854a74d9e14ccb5d97a2</guid></item></channel></rss>