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Author Topic: How to get around having to lower colors for ZSS and similiar?  (Read 2746 times)
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DragonArt
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    « on: July 15, 2009, 07:24:38 PM »


    I was wondering if anyone here knows how to get around the 256 color requirement for Zero suit samus texture when using ASH, or if theres any other methods. My original work before lowering the colors is sooo much better and it sucks to have to sacrifice quality. ive seen some people getting around it with their textures.
    Any help would be appreicated.
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    « Reply #1 on: July 15, 2009, 07:34:09 PM »


    Nope, not really a way with ASH alone. And... pretty much every texture out there abides by the limitations.

    But... if you manually make the tcs file for the texture, changing it into another image type... and then inserting it via SSBBarc... you should be able to bypass the limitation.
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    DragonArt
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    « Reply #2 on: July 15, 2009, 07:56:05 PM »


    well it seems worth a try if it'll work.

    Is there a tutorial or anythong on how to do that. and what do i need for it.
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    VILE
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    « Reply #3 on: July 16, 2009, 05:12:35 AM »


    AFAIK, SSBBarc doesn't remove PLT0 files (or edit pointers, but i could be wrong). You can change the image type, but not remove the PLT0 file with just SSBBarc (i have done it with items before, a huge pain in the ass). Not really that useful anyway, you will hardly see a difference.
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    « Reply #4 on: July 16, 2009, 11:31:23 AM »


    so basically theres no hope for getting around the 256 colors problem?
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    « Reply #5 on: July 16, 2009, 07:05:43 PM »


    There is. If you are willing to delete the PLT0 file in her .pac and edit the pointers so its all corrected. As i said, its possible, just annoying and time consuming.
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    « Reply #6 on: July 17, 2009, 12:34:30 AM »


    even thought its annoying and time consuming, i still like to try it. for characters like ZSS whose body texture is a +1 texture, it loses a lottt of quality.

    so i just dont know how to do it tho. if you could help me out with how to do it that would help a lot.
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    « Reply #7 on: July 18, 2009, 05:46:34 AM »


    Its fairly easy to find the pointers. Its just a matter of deleting all the PLT0 info, deleting the PLT0's pointer, then editing all the pointers so they point to the right spot.
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