Funny idea for Dark Magician Girl! I would've liked that if it were on like Zelda or ZSS thats back when Yu-Gi-Oh wasn't a [censored]ty cartoon like Pokemon now. I hate Yu-Gi-Oh now but Pokemon is ok every onc an a while I just think the first ever Pokemon was the best
4Kids did a lot worse than what you've stated. Remember, F-Zero GP Legend? That was a complete bust. At least they were successful on a few anime programs.
Try using ASH v2.3 for creating Sonic's new texture. The older versions have a problem with that texture part.
Its ok I fixed that part now. I think it was because I tried including the eye base texture on the pac and pcs files.
I once had the same problem as you, as my first Sonic texture attempt gave Sonic a black eye base, which I hated. When I got ASH v2.3 though, my Sonic textures were much more successful.
I've had my ups and downs when modifying textures. Characters like Yoshi, Sonic, and Lucario are rather easy to edit. However, Donkey Kong and Diddy Kong can be a pain, due to their overdose of indexed textures. I've also done two Toon Link textures, but only on one texture part though.
At first I was confused about Wolf when I always saw black spots on the back of his head. The key to fixing that problem up is to remove the transparency on the back of his head.
Anyway, I'm mostly good with recolors, but I have been able to edit Kirby so that he has the colors of Plusle and Minun. Likewise, my most recent Fox texture has different colors on the boots, jacket, and headgear.
Regarding failures, I tried to give Jigglypuff's sleep hat the appearance of Bomb Kirby's cap, but the hat disappears whenever I used any texture slot except for FirPurin02. And since the Bomb cap is meant for the blue team, I had to ditch that texture. Also, I tried to edit Kirby's Mario cap so that it resembled the Flying Mario cap, but the texture got messed up whenever you're not zoomed in on Kirby.
Just a small point of advice. Olimar is quite annoying to create a portrait for since semi-transparency is impossible, and you pretty much have to use the PictoChat stage to do all of your Olimar portraits; the helmet is semi-transparent, so a dark background is a no go.
For Zelda, Sheik, Pokemon Trainer, Charizard, Squirtle, and Ivysaur, you need to pair their portraits together, since they have transforming/swapping abilities. Of course, even though Samus changes into Zero Suit Samus and vice versa, they're shown on separate portraits by default.
Here are some portrait examples to keep in mind.
My portraits for Register's Midna Zelda and Midna Sheik.
My portraits for Register's Hoenn Trainer and his Pokemon.
My portraits for Dragonrage's Phazon Suit Samus / Zero Suit Samus.
Ok, I've just managed to get this done in Gimp. Seeing as this is about Indexed textures, I figure this is the best place to post it for the cheapskates who can't afford Photoshop (I.E. Me)
Same as with the Photoshop Method, select Image from the toolbar, then Mode, and then click Indexed. You should then be presented with a menu. From what I've tried, you need to select Generate Optimum Palette and set the colours to 256, the highest value you can enter. This should be enough to get them to work in ASH. If the file is a +2 Texture, click the box at the bottom labeled Enable dithering of transparancy. This NEEDS to be activated on +2 Textures, or the game will freeze after selecting a stage.
This has worked with me on both +1 and +2 textures, so I have reason to beleive it's right. This gets the textures through ASH and they still work, so long as you don't exceed the colour limit, I'd guess. This any help at all?
Sorry, but not all indexed textures can be indexed properly with The GIMP. Attempting to do so usually leads to the Erroneous Colors error or causes ASH step 2 to close before it's even complete. Meta Knight's eye and Giga Bowser's eye iris are some examples of indexed textures that you HAVE to index through Photoshop.
Really disturbing Link texture. Dark Magician Girl (DMG) would've worked better on either Zelda or Peach, but they lack the kind of hat that the DMG has.
I have PhotoShop.Yeah i know about the box pattern,but i dont know where the alpha channel is at.
In Photoshop, you can find the Alpha Channel by looking at the active channels. See the below image for a reference.
You can edit the Alpha Channel by choosing which areas will be transparent. Areas colored in 100% black are fully transparent, while areas colored in 100% white are fully visible. You can also do semi-transparency by editing the Alpha Channel.
By the way, if an Alpha Channel doesn't exist, you can always create a new Alpha Channel.
Keep in mind though that indexed textures (textures with a +1 or +2 in their file names) do not have an Alpha Channel, and require the color magenta (#ff00ff) in order to choose transparent spots. However, only the +2 textures support transparency (+1 textures have no transparency whatsoever), but semi-transparency is not possible with ASH.
Make sure you have transparency enabled or it will delete to a color.
How do i do that?
Allow me to shine some light for your dilemma. If you're using The GIMP, transparency is represented by a checkerboard background. Just look at the example image below.
The checkerboard background represents the Alpha Channel. If the Alpha Channel is removed, the checkerboard background is filled in with a certain color. Keep in mind though that ALL normal textures require an Alpha Channel.
Don't put too many CSPs onto common5.pac. Doing so will likely cause the game to freeze the instant you go to the character select screen.
I've been able to have up to 130 portraits without too much issues.
I've fit about 143 portraits with no freezing... Yet.
My game actually began freezing when I had 137 portraits stored in common5.pac. Because of that, I had to drop the number of portraits that I could use.
I actually were able to edit all of the CSP's and place them in the common5.pac. No freezing. Did index it to 62? And if you are editing the battle portrait, index it to 21(21 always works for me)
If I recall, 72 colors is the maximum for the big portraits, while 32 is the maximum for the small portraits.