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Art editing program suggestions How do I create art for importing to SonED2?

#1 User is offline TimpZ 

Posted 24 November 2012 - 07:55 AM

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I've struck a point where I can't fix the problem I'm having and I can't find any help documented, so I'm asking the community about it here.

First and foremost, let me hear from you custom level designers how you design a level. What programs do you use? What methods do you use to build the level up, like do you first write the basic layout to paper, build a couple chunks and then try to recreate that with an editor like SonED2 or SonLVL or do you rather build the whole level separately in some art program and then try to import it into the ROM? Or something else? Let me know!

Second, I've tried both the methods described above and I find the first one very tedious and the second one not working at all, but let me explain.


Using the first method, I've built a very basic level from scratch using only SonED2 and it works very well. However, whenever a variation of a chunk or block occurs I'm usually forced to create new tiles from scratch and it's all very time consuming. It also gets a bit messy since building everything from within that program have left me with tiles being spread out a bit here and there. After reading tutorials like http://forums.sonicr...showtopic=14356 and http://forums.sonicr...showtopic=10878 I'm convinced this is not the optimal method. The problem that occurs for me is that if I export a TGA and import again then it all works fine just like in the tutorials. However if I then open that file with e.g. Paint Shop Pro and save as a PCX without editing the file at all then the file isn't read properly and 0 tiles etc are imported. Obviously I can't get edited files to work either.


Something else I'm curious about is converting an image's palette to something compatible with the Genesis. Let's say I want to import some level art from a SNES game. Then instead of recreating it pixel by pixel with a compatible palette there should be a way to read the palette and convert the individual colours those most similar to Genesis ones just like SonMapED can do for creating a palette. Again, tell me what you who are more experienced with graphical editors would do to tackle this problem.

Thank you for your help.
This post has been edited by TimpZ: 24 November 2012 - 07:57 AM

#2 User is offline Mr Lange 

Posted 24 November 2012 - 06:50 PM

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I second these inferences. I'm very lost whenever I do rom hacking of any kind, even level design and art editing. Trying to do any Sonic hacking always feels like trying to capture a shout in a glass.

#3 User is offline MainMemory 

Posted 27 November 2012 - 05:50 PM

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Are your PCX files being saved as version 5 with 256 colors (8-bit)?

SonLVL can import paletted and truecolor BMP, PNG, JPG and GIF.

#4 User is offline TimpZ 

Posted 05 March 2013 - 04:21 PM

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Sorry for this very late answer.


View PostMainMemory, on 27 November 2012 - 05:50 PM, said:

Are your PCX files being saved as version 5 with 256 colors (8-bit)?


No. I later got it to accept the files by downloading an older version of PSP.

However, now I'm faced with a new problem. I followed the instructions given here: http://info.sonicret...t_art_to_SonED2

Mainly this part
"Locate the project file in your disassembly and open it using notepad. Use this to track down the individual files for the 8x8's, 16x16's, 128x128's, layout, objects and rings and delete them all. Open the project in SonED2 and it will create new blank files in their place."

First I exported HC1's chunks into a TGA, then I did the above step and saved, restarted the program and tried to import the same TGA file without any editing of any kind. This was the result:

Posted Image

If I make my own chunk/block/tile using the same palette, even if it's just black and white from the same row, and try to import it into the blank file the same thing happens (except for the block limit reached bit). If I try to import it to an unedited map the tiles or whatever won't show up as far as I can tell.

#5 User is offline Rika Chou 

Posted 05 March 2013 - 05:13 PM

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You should delete all the blank tiles, blocks, and chunks that SonED2 automatically makes when it creates new files (open your project file, hover your mouse over the first tile/block/chunk and keep pressing Ctrl+D untill it there are no more) and save. THEN try to import your art.

Also always save before trying to import art using SonED2, it will often crash if you edit other stuff (layout/objects) and then try to import some new art.
This post has been edited by Rika Chou: 05 March 2013 - 05:18 PM

#6 User is offline TimpZ 

Posted 05 March 2013 - 07:53 PM

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There is nothing to delete. The blank files have 000 tiles, 000 blocks and 000 chunks. I think I can see what you're getting at though, but take a look at this:

Posted Image


EDIT: Feel free to answer this or otherwise help me, but the topic still remains: Any of you that have experience in editing level art, feel free to describe your favourite method of creating levels from scratch or importing art from other sources that don't necessarily have a 256 colour palette. The particular problem I'm having doesn't feel all to relevant with the subject so I'll probably shift it over to another more appropriate thread.
This post has been edited by TimpZ: 06 March 2013 - 09:40 AM

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