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Massive GFX Collection v1(266 Pages) - v2(incomplete)

Started by A_red_monk_called_Key, September 04, 2012, 12:22:35 PM

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A_red_monk_called_Key

Incomplete GFX C v1(266 Pages) and check list is Parts for V1 and V2

The GFX C (Massive GFX Collection v1, and v2) is a large collection of Graphics for Super Metroid that use one type of color palette layout. its made up of SM, MZM, MF, (and soon M2) graphics. 98% of the GFX C is combinations of the three games, and most of the tile rips have custom damage in many different variations. grass has been added to most of the tile sets. all ground tiles from MZM and MF were modified to work will with criteria filler tiles. and more...

Credit is not necessary for using the GFX C, for the purpose of unlimited graphic freedom. Anybody can contribute to the GFX C if they wish, all i ask is that credit remain unnecessary so that this can evolve.

Please post any issues or concerns regarding using the GFX C and i'll do what i can. on that note there may be some things that i overlooked, like graphics that are shifted by one pixel, this is an easy fix.

[NEW ADDITIONS]
1/30/13 = GFX add by Red_Monk3y, Shadow96, and iRundas

Those who worked on the GFX C:
Red_M0nk3y
Shadow96
iRundas


[spoiler=example rooms]
[/spoiler]

passarbye

could you please include .png files for noobs like me who don't know how to get .png's from .tpl or .gfx?

other than that, i'm really glad you released this, as i can use it for the fan-game i'm working on.
and i will give credit, even though it isn't required.

A_red_monk_called_Key


Quietus

I'm a little confused too.  The above files are for graphics editing / importing, yet .png is just an image format.  A little clarity, passarbye?

Yuki

He wants to be able to use these for tilesets for the fangame we are working on. Game maker needs common image formats

A_red_monk_called_Key

use TLP to look at the GFX. then right click and drag over area and export to bitmap then convert to .png

passarbye

Quote from: A_red_monk_called_Key on September 06, 2012, 09:25:11 AM
use TLP to look at the GFX. then right click and drag over area and export to bitmap then convert to .png
that'll work, thanks.

JamieWebb16

This will be useful for Metroid: Dark Cloud. Thank you Red Monk for making this. :)

A_red_monk_called_Key

just realized i missed some super metroid tiles that i wanted to put in the first release. so if there is something you want to see in the GFX C please let me know. i would like to put in at least 90% of SM, MZM, MF, and M2 tiles

iRundas

Contains tourian background, statue room (or save room), Some of ceres, and a custom.

repaletted to fit crateria.

snipereighteen

That "moss" based room (the third screenshot) is very impressive, as well as the rest.
Are these level designs for your upcoming hack?  :^_^:

A_red_monk_called_Key

thats shadow96's room. it's just an example of what types of rooms can be made with the GFX C

snipereighteen

Any how, it is rather impressive. The others are also impressive so welldone to the designers.

iRundas

Maridia / Norfair.
TTB is quite large so please use a clean rom.

Kasel

Tilesets have always been something that confused me the most.  I have NO idea what to do with those files.  I want to be able to use them in SMILE.  What would be the process of converting them to be used if at all?

Quietus

OK, I'll try this in a sensible order. :^_^:

Graphics in the game kinda have three parts.  Tile tables, tileset, and palettes.

Each tile in the tileset is 16x16, and is made up of four 8x8 tiles from the tile table.  The tile table is where you store your 8x8 tiles.  Often, the tile table will look a little messy because you can use just one 8x8 tile, and flip / rotate it in SMILE to create one 16x16 tile in the tileset, so you don't always need to have all four corners in the tile table.  The .ttb file is a tile table.

Once in SMILE, you would choose a tileset (that you are overwriting), import the tile table, and then use the graphics editor to drag and drop these 8x8 tiles to create the tiles in your tileset.  These created 16x16 tiles make up the tileset, and are what you select in SMILE to build your room.  This is what the .gfx file is - a ready-made tileset.  You could just import this .gfx set, and use the tiles to create your rooms.

The .tpl file is just the palettes for the tileset, and can be imported into Tile Layer Pro or SMILE.

Essentially, in order, you would create a tile table, use the 8x8 tiles from it to create 16x16 tiles in the .gfx file (tileset), import / create palettes, and then use the 16x16 tiles from your tileset to build your rooms.

For getting the ones provided into your game, it would depend whether you wanted to import the tileset as a whole, or cherry-pick what you want.  To choose only those you want, export your current tile table, open both it and the new tile table, drag and drop the 8x8 tiles you want in Tile Layer Pro, save your tile table, then import it back into your ROM.  Create your new 16x16 tiles from the tile table you just imported, and choose a palette.

This feels a little waffly, so I hope it's clear.  If not, let me know. :^_^:

Kasel

I knew everything but the last part.  I do not have very much experience with messing with TLP.  You mentioned how to pick and choose but did not mention how to just use it as is.

Quietus

I think I mentioned it briefly near the start of that post, but if you're looking to import it as-is, then you'll either want one or two of the files.  If you're looking to only use the tiles, and plan to create your own palettes, then open SMILE, click Tools > Graphics Editor.  Then click GFX > SCENERY > Import, and select the file.  This will automatically replace the tile table and tileset.  You can then tinker with creating new tiles within the set using the new tile table.  To import the palette as well, again within the Graphics Editor, click Palette > Import.

The tileset should automatically save when you import it, but you will have to manually save the palette using Palette > Save.

Kasel

So it works as it should if I were to export this from a ROM.  Alright.  I gotcha.  Thanks for the help, brother.

So importing it caused SMILE to stop responding. lol.  I guess the file contains all the sets in one.  I'll need to split them up I guess.

Quietus

Oh, if you're referring to the big pack up top, then yes, you'll need to deal with them separately.  I thought you were referring to the Maridian one posted just before your reply. :^_^:

A_red_monk_called_Key

iRundas are those GFX something you want to add to the GFX C? if so i can put your name next to the color palette in that area of the v1 graphic sheet.

i'll be working on this along side of my personal massive graphic project. There is a lot of metroid prime graphics i want to make, and most of the graphics i want to do have no place in my hack, so the next update will have MP series inspired GFX. (i'll get to finishing some of the other stuff, but not before i work on the prime stuff.)


Quote58

how do you um, what?
First you do what it says, drag until the square is in the corner. Then, you remember that it's a /collection/ and not a tileset. So you use it to build tilesets and such. Pretty simple.

passarbye

he has the alignment right, just scroll down and the tilesets should be fine.
i think it has something to do with screen resolution, since i'm using 1920x1080 it happens to me too.

Quietus

I'm not sure your resolution should make any difference, but mine also appears like that at the top.  The tiles are fine, however.