#Games background methods
3 messages in this thread
Hi everyone,
I wonder if anyone out there could help me. I'm currently involved in producing
3DS backgrounds for a playstation title. With no experience in the games
industry I'm not sure what techniques I should use. My problems lie in creating
custom palettes for separate elements and then rendering with the two palettes
'joined' together. I've also been rendering in a 256 palette taking the image
into Paint Shop Pro reducing the palette to say 40 colours and then using that
as a custom palette, is there a more effective way of doing this? Anyone
willing to discuss this further and also any techniques for getting stuff to
tile better? My brain hurts.
Any help is greatly appreciated.
Cheers,
Kieron (UK)
Kieron, use of animator Studio or Animator pro can generate pal's in 256,
if you render with the dither 256 button on you could also generate a 256
palatte,
I have never had to do this but perhaps if you use Animator pro or Anim' Studio
you could then make the pallete from 256 to 40 by coping the clours you need to
other colurs till you were left with 40 in the 256 scale, perhaps one of the
really clever people here know a much better way
One question though why do you need a 40 C' pal' when its a play station
title, I thought the new wave of console all did 256-64K colours.
Matthew Allen
UK
Matthew,
Thanks for the reply.
>>One question though why do you need a 40 C' pal' when its a play station
title, I thought the new wave of console all did 256-64K colours.<<
Well I'm working on backgrounds and not all of my elements have been
constructed so I need to be able to 'add' elements which will have a reduced
256 pal' when they are done. In actual fact I have two 256 colour palettes, one
for foreground and the other for parallax (sprites have their own 256
palettes). What I think I'll end up doing is using Dpaint to create a custom
palette from a 256 render and then render to that, I'm sure there must be an
easier way though.
Cheers
Kieron.
-The truth is out there-