bit rendering
11 messages in this thread
I am in the process of making graphics for a game, but we are really having
problems with the palette. My question is, if I wanted a single palette for
the game is it better to render the graphics in a single 8-bit palette or
convert afterwards. I haven't had much succes either way. If anyone has
created graphics for a game before I would most thankful for some advice.
Thanks in advance.
-DA
Hi DA,
<< if I wanted a single palette for the game is it better to render the
graphics in a single 8-bit palette or convert afterwards. I haven't had much
succes either way. >>
When rendering a flic, your color palette is reduced to 256 colors. For optimum
results, please review pgs. 8-116..8-119 in the Ref Manual regarding Palettes,
VGA Palette Control for Flics and the General Palette Information sections.
jonas[adesk]
Probably the best method is to use a custom palette based on a draft rendering
of the animation. The process is described in the docs. For any additional
tips, there are plenty of game designers on the forum — hopefully, one of them
might be able to add to what I've suggested.
– Jack
DA,
Yes, there are ways of manipulating palettes in 3DS for 8-bit game production,
and also Animator Pro.
First, keep in mind that 3DS _always_ renders to at least a 24 bit color depth.
It is only when you render out to a 8-bit format like flic or gif that 3DS
makes the color-cut to 256 colors. So you have a number of ways to go about
this.
Do you already have a palette in mind? Are you sure it represents all the
colors needed in your animation? If so, you can render using a Custom Palette,
made in 3DS or AniPro. Check the reference manual for details concerning the
creation of Custom Palletes.
Maybe you need to render to 24-bit frames for post-effects or compositing
purposes? You could do that, do your post work in Animator Studio or any other
34-bit paint program, and then re-render to a Custom palette in 3DS, or force a
pallete in AniPro.
I can't stress more the importance of understanding the Custom Pallete in 3DS,
DA.
Hope this helps,
-Alan
Hi DA — you've zeroed in on the most critical issue (I think) of working with
3-D Studio in 8-bit. I've been creating graphics for 8-bit multimedia
applications (kiosks, disk-brochures, CD-ROM, etc.) for several years now and
believe its essential to design your palette as soon as you have your primary
screens designed. I render the critical scenes as 24 bit images, and use a
paint program (Photoshop) to assemble them into one large image, then convert
to index color and let Photoshop create the palette. Personally, I find a
high-end paint program does a better job than the High Palette technique in the
3DS documentation. Even better, since our office uses both PC and Mac
software, is to bring all the critical scenes as 24 bit images onto the Mac and
use Debablizer to create a custom palette (I don't know if there is a PC
version of Debablizer — but if there is — get it!)
Is your final programming using the .flc format, or will your images be
imported individually into the game program? If you need to cut the images out
as cels, I recommend rendering them as 24 bit images with alpha channels
against the appropriate background color. In Photoshop, load the alpha channel
as a selection set and increase it by one pixel. Dither to your custom palette
first, then invert your selection set and delete the background. Your cel will
be cut out with one pixel of antialiasing (this works great for text cut-outs
also in Photoshop). However, if the cel will be floating over a background
with a wide variety of colors, both dark and light, you'll have to settle for
unantialiased edges.
If your final programming uses the .flc format, go ahead and render to the
custom palette right in 3DS. Be sure any background images have been
previously converted and saved with the custom palette as well, to avoid that
nasty "crawl" that occurs in the background when its dithered with slight
differences from one frame to the next.
Another tip: if your game is going out on a Windows platform — don't forget to
include the 20 Windows system colors in your final palette, in the correct
locations (first 10 and last 10 slots in the palette). You'll need a program
like Animator Pro or Debablizer to locate the colors in their correct slots.
Without the system colors in the palette, your user will get some very annoying
screen effects if he/she runs the game in a window on a hi-res screen.
Bottom line is — these guys who use 3D Studio for broadcast graphics have it
easy! It's making 3-D look good in 8-Bit that takes real skill! Good luck…
Anne
Anne,
Well put.
Very good tips to pass along to 8-bitters<g>, thanks.
TedB
-Ted Boardman
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Anne,
excellent info for game artists Anne. Thanks for taking the time. I've dealt
with many of these issues too, having been involved in some Sega Saturn/Sony
PSX game development in the recent past. Making a 12×12 pixel sprite that came
from a 3d program look great, is indeed a challenge <g>.
<< Making a 12×12 pixel sprite that came from a 3d program look great, is
indeed a challenge <g> >>
I thought I'd repost this….
A number of game developers have recently asked for a way to created sprite
objects with 3DS that are antialiased inside the sprite borders, but the
borders themselves have NO antialiasing/blending pixels.
Jamie Clay has come up with a simple two-pass method for doing this, and I
thought it would be valuable to pass it on.
– G
1 – Render the animation with anti-aliasing off, Alpha and Alpha Split on. To
speed things up you should turn off as much as you can (mapping, Filter maps,
Shadows, AutoReflect) Also, for this step you need to render to a 24 bit file
Tif/Tga. (as far as I can tell)
2 – Render the animation again from video post, all the proper rendering
switches on. On the track following the [KF Scene] add a SOLID color and with a
RGB Alpha mask using the Alpha Split files from step one, and make sure to
switch on the NEGATIVE modifier. You can render to a Flic at this point.
Note: The color you specify as your solid color will act as your key color for
final compositing in Animator (or whatever you like). You should study your
materials so that you avoid using the key color in your animated element.
Have fun!
>> A number of game developers have recently asked for a way to created
sprite objects with 3DS that are antialiased inside the sprite borders, but
the borders themselves have NO antialiasing/blending pixels. <<
Excellent tip, Gary… thanks a load. We were just looking into doing this.
– Dan / n-Space, Inc.
That's almost exactly what I did for the Storm Troopers in Dark Forces, you
do get about half the Anti aliasing on the edge of the objects but it's much
more usable than having all of it.
If your textures are complex you can speed up the rendering more by texturing
all objects with self illuminated white, and turn antialiasing off, to get your
mask (_not_ via alpha channel).
– Ron