06-15-2023, 04:20 AM
(This post was last modified: 07-13-2023, 03:13 AM by DerVVulfman.)
Still toiling away at Half Kaisers and more...
Here is a preview of things to come. And yes, this feature does suggest the ability to alter the color balance of an image in a range for (-255 to 255), this for what graphics have an "RGB" designation in their filename.
The original half-kaiser graphics in the above window was actually 100% grayscale. But I upped the red a little while decreasing the green and blue. Suddenly, it is no longer gray.
Based upon what I did with CharGen Ex, I am including presets for RGB-based graphics. And for body-types, you have the so-suggested skin tones. I mean... if you applied a color-balance change to resource that HAS a color... it would get borked. And yes, there are three sets presented above. How to make split-layer graphics in the editor as I did with CharGen Ex will be a real pain.
Color Presets will have its own config file, just as CharGenEx. And with that, the text describing the presets (aka the buttons) can be changed. Upon thinking, it shouldn't be too hard to use a variation of CharGenEx's own existing Colors file.
When in this window, you only 'currently' have options just to alter the color balance of the layer defined. If you were altering the body layer, you do not change the color balance of eyes. If you were just changing the shirt or pants of a character, bringing up color balance will not change the hair. So when this window is up, you either change the colors, or hit Exit to return to the rest of the editor. I do plan to make a Zoom button (I like Zoom). But I want every other option unavailable so nothing goes wrong.
There IS a major drawback to this feature. The color balance feature is not an innate part of the RPGMaker executable, but is in-fact a script. And since scripted code takes longer than code built-into the editor itself, it takes longer to process the color change. And if the resources are the size of the Half Kaiser Battler Project, it can take 'seconds' to adjust a bitmap's color
Saving a WIP and reloading it to continue are already worked out. And generating a final .png file works fine. But it has other things needing taken care of to keep the bitmap image color 'secure' when going from one graphic to another.
Here is a preview of things to come. And yes, this feature does suggest the ability to alter the color balance of an image in a range for (-255 to 255), this for what graphics have an "RGB" designation in their filename.
The original half-kaiser graphics in the above window was actually 100% grayscale. But I upped the red a little while decreasing the green and blue. Suddenly, it is no longer gray.
Based upon what I did with CharGen Ex, I am including presets for RGB-based graphics. And for body-types, you have the so-suggested skin tones. I mean... if you applied a color-balance change to resource that HAS a color... it would get borked. And yes, there are three sets presented above. How to make split-layer graphics in the editor as I did with CharGen Ex will be a real pain.
Color Presets will have its own config file, just as CharGenEx. And with that, the text describing the presets (aka the buttons) can be changed. Upon thinking, it shouldn't be too hard to use a variation of CharGenEx's own existing Colors file.
When in this window, you only 'currently' have options just to alter the color balance of the layer defined. If you were altering the body layer, you do not change the color balance of eyes. If you were just changing the shirt or pants of a character, bringing up color balance will not change the hair. So when this window is up, you either change the colors, or hit Exit to return to the rest of the editor. I do plan to make a Zoom button (I like Zoom). But I want every other option unavailable so nothing goes wrong.
There IS a major drawback to this feature. The color balance feature is not an innate part of the RPGMaker executable, but is in-fact a script. And since scripted code takes longer than code built-into the editor itself, it takes longer to process the color change. And if the resources are the size of the Half Kaiser Battler Project, it can take 'seconds' to adjust a bitmap's color
Saving a WIP and reloading it to continue are already worked out. And generating a final .png file works fine. But it has other things needing taken care of to keep the bitmap image color 'secure' when going from one graphic to another.