[Ohrrpgce] [Bug 850] New: Handling of image palette import could be smarter.

bugzilla-daemon at ravenwest.dreamhost.com bugzilla-daemon at ravenwest.dreamhost.com
Wed Oct 6 16:03:02 PDT 2010


http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=850

           Summary: Handling of image palette import could be smarter.
           Product: OHRRPGCE
           Version: Nigtly WIP (Zenzizenzic)
          Platform: PC
        OS/Version: Linux
            Status: NEW
          Severity: normal
          Priority: P3
         Component: CUSTOM.EXE (Usability)
        AssignedTo: ohrrpgce at lists.motherhamster.org
        ReportedBy: 00ai99 at gmail.com


Currently when importing sprite bitmaps, we do not do anything special when the
set of colors in the import palette matches exactly the set of colors in the 
current 16-color palette.
In that situation, IMO the optimal thing to do is to interpret 'overwrite
palette' as
it is currently, and interpret 'import without palette' as 'remap pixel color
indices to match the corresponding color in the current 16-color palette' 
(so basically just looking at the 16 colors in the current palette, and trying
to find that within the first 16 colors)

Providing that all 16 colors are used in any exported sprite, this speeds up
export->edit->import cycles up significantly (for example, export, add shading
using grafx2, use imagemagick to convert result from '256 colors' to 16 colors,
import)

In a related note, pixelling software tends to produce '256 color' output
regardless of whether <= 16 colors are used. If we could support importing
'256-color' bmps which actually only use palette indices 0-15, the
export/edit/import cycle could become quite streamlined. (I'm not sure how the
UI would need to behave, though.)

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