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Gimp palette swap
Gimp palette swap








  1. Gimp palette swap pro#
  2. Gimp palette swap code#

In other words, take the original image, export it as 8 bpp with a palette of your choice, make edits with only a specified range that belongs to a subpalette, save as TIM in 4 bit mode and insert the original vram values. The plugin would then take care of ignoring the upper nibble of the original image when converting to TIM. With Photoshop the trick was that you would have several 16 color palettes arranged "vertically" and use only the colors in a range to produce functional multi-clut segments. Don't waste time with GIMP, its TIM plugin was completely useless and could never recreate anything even remotely similar.

gimp palette swap

What is exactly unusual with this TIM? It has 1024 colors (64 palettes), which is only 4 times the max that could be created with the official Photoshop plugin when artists were to create a 4 bit image with multiple palettes. I don't know if I forgot to mention anything, because yes, dealing with these ".TIM" files is a fucking convoluted mess. Now you have a file that you can edit and reinsert via Tile Molester. To get the sprite sheet to refer to the proper color index, open that sprite sheet again, Decrease Color Depth to 16 Colors, then select everything and go to Image -> Palette -> "Load Palette." and load the palette file that has the same colors as the CLUT and save. Save the palette file by going to Image -> Palette -> "Save Palette." Then go to Image -> Palette -> "Edit Palette." and make your changes to the palette to match the CLUT you saw in Tile Molester.

Gimp palette swap pro#

To make the palette, use Jasc Paint Shop Pro 9 to open that sprite sheet, and Decrease Color Depth to 16 Colors (don't save the image file). Use the "Copy To" function in TM and export that portion of the sprite sheet. Jump to where the sprites actually start (in my case, it was 0x00000220).

gimp palette swap

If you see "TV static" at the top of the image, that is the header data that you should not fuck with. Tile Molester loads ALL THE RAW DATA AND MAKES IT EDITABLE. You will need to build a new palette file based on what Tile Molester shows you. Also, take a screenshot of Tile Molester with the proper CLUT shown. Try viewing the ".TIM" file in Tile Molester with the proper settings, and load the appropriate CLUT. I rely on Tile Molester and Jasc Paint Shop Pro 9. I was tinkering with a ".TIM" file in FF7 that had multiple CLUTs, and was a nightmare to keep track of. Is there any way I can work with these files to preserve them correctly? Also, how do you work with colors in a multi-palette TIM, when you can't see the true colors as they appear in the game?Īlso, are you familiar with Tile Molester? That program can edit ".TIM" files. I got the one palette-corrupted texture to work by adding in 1536 bytes of 00s, but that still meant I was missing one of my UV maps (or rather it was fully transparent). So when I save a new TIM, I end up with a CLUT that's 512 bytes long instead of 2048, and contains only 4 color-filled CLUTs, instead of 5. But every time I edit the TIM, it chops off the last UV map.

gimp palette swap

The other issue is that the first 5 CLUTs have non-zero values in the first 16 indices, which means there are 5 UV maps (am I thinking of this correctly?). The one time I managed to replace the texture without the game breaking (using GIMP), the palette was still corrupted, leaving transparencies in weird places because certain pixels got changed to black. I've tried the GIMP plugin, low-color bmps with, and usenti, but I'm not having any luck preserving the palette. This causes the problem that any program I use to edit the image exports 16-color palettes (and keeps reordering them). The way they're organized, the first color is black (transparency), then the colors are in the next 15 indices, and the rest are black transparencies. Tim2View at least recognizes the correct specs. TimViewer seems to assume this, and treats it as 64 16-color CLUTs instead of the other way round.

Gimp palette swap code#

Code Select Expand 10 00 00 00 08 00 00 00 0C 08 00 00 00 02 F0 01 40 00 10 00īut according to everything I've found, 4bpp images should only have 16 colors per CLUT.










Gimp palette swap