Originally posted by Voss:
So, what operation are you attempting when these color changes take place?
Color reduction and saving as .bmp .
I know what the problem is, and I am not sure that any program would have a good solution.
Example: Creating farm tile that blends accurately with the forest/rock/grass...
OK, logic tells me to take my basic tiles and merge them. Lets consider Rock and Farm.
I convert them both to 24 bit color, cut out the appropriate triangle section of rock and paste it onto the rock so that the patterns line up nicely. Blend as needed.
Convert back to 256 colors and save.
The conversion dithering/etc. kills the blend by changing the color. In this example, the grey/tan of the rock were darkened by the dirt of the farm.
What is worse is that PSP DOES NOT resample the color pallet to show you that it is now screwed up.
You have to close and reopen the file to see the difference. This action prevents you from using the undo function.

I guess the alternative is to create all of the files in 256 colors and maintain a constant pallet or at least the edges so that they mate up.
Would be nice if AHE used 24 bit tiles.

Viper