Author Topic: Tile RGB  (Read 901 times)

Offline Larry

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Tile RGB
« on: October 17, 2009, 06:27:33 PM »
So I go into the TE readme file and get these RGB numbers

ntt0000  Deep water ntt0000 will always be deep water  (This is a greyscale BMP designed to vary the water over distances)
ntt0001  Grass
ntt0002  Forest 1 (evergreen)
ntt0003  Forest 2 (deciduous)
ntt0004  Farm 1
ntt0005  Farm 2
ntt0006  Rock
ntt0007  Swamp
ntt0008  Rocky Grass
ntt0009  Sandy Grass
ntt0010  Beach
ntt0011  River bed /
ntt0012  Snow / Coral




RGB Values

      0 = ntt0000    
     17 = ntt0001    
     34 = ntt0002  
     51 = ntt0003  
     68 = ntt0004  
     85 = ntt0005
    102 = ntt0006
    119 = ntt0007
    136 = ntt0008
    153 = ntt0009
    170 = ntt0010
    187 = ntt0011
    204 = ntt0012




So I test it out and make all my land 170x170x170 which should be sand. I open the TE up only to find that the land is a grayish color. I test is with other tiles with the RGB color from the readme and most of them are also wrong. So are the RGB colors in the readme wrong or did I do something wrong. BTW after I saved the .bmp I opened it back up and the RGBs are the same so it didn't change when I saved it.



Heres a picture of what Im talking about.

« Last Edit: October 17, 2009, 06:40:47 PM by Larry »
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Offline ghostdancer

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Re: Tile RGB
« Reply #1 on: October 17, 2009, 07:41:35 PM »
You need to save the files as grayscale not RGB. RGB color profile is interpret differently than grayscale in the TE. So depending on what program you are using remember to change the color value from RGB to grayscale.

If you are using Photoshop you also need to make sure your working gray space is sGray.


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Offline Larry

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Re: Tile RGB
« Reply #2 on: October 17, 2009, 10:03:41 PM »
If you are using Photoshop you also need to make sure your working gray space is sGray.


How do I do that?
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Offline Easyscor

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Re: Tile RGB
« Reply #3 on: October 17, 2009, 11:23:00 PM »
Do the same thing you did with the grndtype.bmp file earlier.
Easy in-game again.
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Offline Larry

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Re: Tile RGB
« Reply #4 on: October 18, 2009, 02:04:27 AM »
It still comes out weird.
Once known as ''TrueKill''.
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July '18 KOTH Winner


Offline Easyscor

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Re: Tile RGB
« Reply #5 on: October 18, 2009, 09:44:46 AM »
With Photoshop, there is a menu(?) command to Convert or Save As sGray, for sorted grayscale, GD has mentioned it several times in these threads.

If PS doesn't have a pallet viewer to display the 16x16 grayscale pallet for the 256 colors, then you should download Ifran's free bitmap utility, Iview(#whatever the new version is) to determine if you have a true sorted grayscale bitmap (Menu path: Image/Pallet/Edit Pallet on my version). It a great little Swiss army knife for image files.

http://www.irfanview.com/

Last time I DL'd it, I had to use another hosting site, apparently because it's DL's over a million times per month.
Easy in-game again.
Since Tour 19 - 2001

Offline ghostdancer

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Re: Tile RGB
« Reply #6 on: October 18, 2009, 10:39:29 AM »
If you are using Photoshop this is how you set your working profile to sGray:

1) On the top tool bar click on Edit or SHFT+CTRL+K
2) This brings up your "color settings" window. You will see an area on this called Working Spaces. It has the following 4 select drop downs:

- RGB
- CMYK
- GRAY
- SPOT

3) Click on the Gray working space drop down and change it to sGray. It should be the last option in the drop down under Black & White.
4) Hit okay, this should save this change to your Photoshop custom color profile.

Now when working on any of the BMPs that need to be grayscale (waterd.bmp, gndtype.bmp, etc.) open up those files and change their mode.

1) Click on image
2) From the popup menu that appears click on mode.
3) A side menu to the right appear with several options.

- Bitmap
- grayscale
- Duotone
- Indexed
- RGB
etc.

Select Grayscale.

If are working on a PSD that has layers do not flatten. If you flatten it will collapse all your layers into one. You do not need to flatten to change to grayscale. When you save your file out to a BMP then you will wantto flatten and then save to BMP.






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CM Terrain Team

Offline MachNix

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Re: Tile RGB
« Reply #7 on: October 19, 2009, 12:28:45 PM »
Larry,

The area under the question mark in your attached image looks like the standard, Deep Water tile (# 000000) so I would guess that the grndtype.bmp file (4096x4096) was not completely filled in with the beach color (# aaaaaa).  GL