A list of puns related to "Indexed color"
I'm using Aseprite and a Genesis color palette I found but for some reason indexed color mode makes white too yellow
Hi! I recently released Palette Studio v1.1, an Add-On for Blender that renders out palette-ready sprites at up to 8 separate angles. It drastically decreases sprite creation time. While it's mainly geared toward making 2.5D sprites (for DOOM it'll render out all angles of a monster/prop animation frame) it's also very adaptive for other projects!
Need to render isometric sprites? Angle the cameras in the camera rig downward and you'll have an angled top-down view. Just need one sprite? Disable all but one camera!
Give it a shot and let me know how you like it! The latest version I dropped squashed a lot of bugs, but if you find any more please let me know. And be sure to read the README.txt, it's got steps for setting up a Blender scene so you can start makin' sprites ASAP.
Itch.io download: Palette Studio v1.1
Confirmed support: Blender 2.83 - 2.91 Lospec's .pal palette files are perfect for this, as the Add-On uses ASCII .pal files. Check out some of the different palettes you can use!
Bonus content: Luigi Imps in DOOM II
SOLVED My solution in comments.
Ivknow that this is a strange request, given that 4-bit color gives 16 indices. Animal Crossing: New Horizons allows users to create "designs", one option of which is to create a 32x32 square using a custom palette of 15 colors and transparent. So far, I've been compressing my images to 32x32 4-bit and manually tweaking to remove one color.
Is there an easier way to do this? Obviously, duplicating a color in the 16 palette would yield me a 15 palette. Is this a simple process that already exists in photoshop (or elsewhere), is there an option to only use 15 colors, or should I just stick to my current method?
I'm using gimp to make transparent half life 1 textures and part of the process is changing the HTML notation of the alpha value to 0000ff but I can't find the alpha on the color map. Is there any way to work around this or will i have to use a different image editing software?
Hi, I'm trying to limit the colors of a game tile set and it has semi-transparent shadows baked into the image. When I attempt to index it, the semi-transparency becomes solid color. Is there anything I can do to maintain this transparency? Thank you.
I have two problems but i desided to put them in one post.
So i have an already existing .ase sprite and i want to change its color mode into indexed. If its possible then how?
And i find it really weird that i cant just move colors in pallete - they are very randomly located, even with filters, making it hard to find the color i need. I used to put one colors shades next to each other but here, i dont know how to do that.
Thanks in advance
I'm working with this image and trying to extract its color pallet according to this tutorial. However, when I select Image > Mode > Indexed Color... I cannot set the pallet to "exact." I've Googled some fixes and none I've found have worked for me. Anyone know the issue?
Alright, so the problem is this. I'm modding a game that requires a very specific image format, this being an 8bit image with indexed coloring. I generally use paint net, but that doesn't support the use of color palettes strangely enough. This first image is the image I worked on, with the correct settings.
https://i.imgur.com/58Uets3.png
However, as you can see the colors are mixed up. This is what happens when I put it back into indexed colors with the correct color palette. (I kind of have to take it out of indexed to actually work with it.) This is kind of the snag here, since its is supposed to look like this:
https://i.imgur.com/IUYciw0.png
As you can see, the color palette is the same in both images, but the one in the top has been switched around for some godly unknown reason. Is there any way to kind of just... switch the colors in the image itself? I cannot figure it out without the use of layers, which indexed images don't support.
Thanks!
PS. Sorry if I'm breaking any rules! I have read through them, and since this isn't really a request but more of a question it should be okay!
Hello
I am prototyping a color spectrum guessing card game.
I would like to assign 54 cards individual colors along a gradient.
I have made a few prototypes by manually adjusting color overlay or the shape fill. Is there a more automated and clinical way to go about doing this?
I would also very much like to have this prototypeβs color code printed with the cards, to make a kind of color template catalog.
How accurate is PSβs recognition of indexed colors?
Often when I am trying to make the aforementioned gradient prototypes, the previous layerβs color code would change as I moved from layer to layer. I have no idea why it does this as Iβm working without any presets and in CNYK and try to never touch the color picker tool. Iβll be assigning from a color library, and then the previous layerβs overlay library becomes either muted or saturated away from the primary colors. This puts me in a different section of the color code library, sometimes into totally different palettes. Is this adobe βguessingβ my previous layer color and failing?I donβt understand.
FYI - Again as I pointed out earlier Iβm trying to be as accurate as possible and keep my spectrum gradient in an indexed color library. Iβm avoiding most green colors (to avoid foliage and grass colors due to theme). I would also like to sequester these 54 layers into 4 separate color gradients, think playing card suites with red to purple, white to pink etc etc.
Thank you very much and thanks for the content. Iβve learned so much from this sub
Simple question on something I know can be done and just can't remember how. I'm working with 8-bit graphics that have to be imported in indexed .dds and .bmp formats. In the color table I'm concerned with three colors the background color in the first slot. The border color of the image in the 128th slot and the interior color of the image in 255 leaving one cell in the table blank. I know there is a shortcut to autofill the 126 cells between the first and second color with a gradient of colors between the two and the 126 between the second and third with a gradient also.
TIA
I work for a company and my job is to resize images and alter them to be used for special types of computers. For some godforsaken reason, the systems only accept jpeg images that have been saved in the color mode: indexed color. For years all I've done is grab some of those images change the mode and save them as jpeg. But recently photoshop no longer shows an option to save as jpeg if the image has been changed to indexed color. Any advice on what to do?
It seems that in order to do this, each corner would have to use 3 different colors, but I can only read one vertex position and color per element. I know I could do this using glDrawArrays without indices, but I'd like the performance benefit of using indices.
So I've finished up a draft of my game, which works fine on my PC, but a friends who've tried to run it on Mac have been having issues. It seems the issue can be traced to my use of indexed palettes for color changing. Do color palettes work on Mac? Is there a work around to get the code working?
Hi all, I have made this project for fun. However, I would like to share it with you and hear some opinions to improve it.
I've tried my google-fu and browsing as many of the helps topics as I can stand.
Anyone know if there is a way to put a layer or image into an indexed color mode. Gimp and ps have a mode where you can say you want an existing image to be reduced to a determined number of colors.
Does this exist? Am I totally blind?? Thanks guys!
I'm taking an image, resizing to 58x87 px, and using indexed mode to reduce the image to a custom pallette of about 50 colors. What I'm looking for is how to find out how many pixels in my image are using each color on that pallette.
What I'm doing is working with perler beads to turn an image into a pattern, and it would be extremely helpful for me to know how many beads are needed for each color.
Thanks in advance!
https://twitter.com/jessepittsley/status/1469756097015828483?s=21
Interesting chart mapping the expected quality of 3 point shots compared to the actual accuracy for each team. Lots of general observations to be made here, curious what fans of teams see and how it compares to the eye test
-The Steph effect for the Warriors is clear - lots of tough shots but theyβre going in
-Surprised to see the Jazz have below average shot quality, I associate their offense with the Beautiful Game style ball movement generating open looks. Clarkson/Mitchell chuckery and heat checks I guess?
-Fears about Mavs offense going into the season were justified, but a quick look at the numbers could tell you that
-Boston fans are right to complain about bricking open 3s
-The Heat are dead last in expected shot quality, and while theyβre making them at an above average rate it might not be enough above average to justify the difficulty. Is there perhaps a particular player taking and missing a whole bunch of tough shots this season? π€
-Spurs, Suns and Bucks have the best combination of quality and accuracy. As somebody on Twitter pointed out, the coaches of those 3 teams all came out of the San Antonio system.
What else interesting do you guys see?
Coheed SSTB tour edition #822/1000, still in plastic but unsealed to inspect the record. Not sure if I even played this one as it was my second copy. Looks like most on discogs are asking $300+, Iβm asking $250. sold
The dear hunter color spectrum complete collection. This is the original translucent pressing. Very good condition, the box has a slight lean to it from being on my record shelf, but Iβve only listened to this a handful of times. Current reference sales prices on discogs, asking $300. sold.
Thrice The alchemy index. Second pressing, #01205. Near mint if not mint, I have an original pressing so I donβt think I had ever played this one. Cheapest on discogs is currently $190, asking $150. sold
Shipping $5 for the SSTB, $15 for the box sets. Would like to keep this in the US for now.
So I've been having this issue with the headset having these disruptive streaks appearing in my headsets left eye.
I managed to make these disappear changing adjusting the video color settings OVR Advanced Settings.
Everything is obviously a bit more blue now, but I can barely notice that over the streaks
Just got an index for Christmas and loving it so far, however, I've noticed the colors a lot blander than the original vive. Is this intentional? Or is there a fix for this?
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