![]() The (R, 0, B) and (R, 255, B) faces in the middle look askew to me. The sRGB cube faces make me wonder if there may even be a bug: the (R, G, 0) and (R, G, 255) faces in the left column look ok. To my eye, there’s a blue shift in the Chrono Trigger Aseprite indexed conversions. If you want to see a more neutral diagram–similar to a part of Lospec’s DB Palette Analysis–here’s a test sheet with 6 faces from a flattened sRGB cube:įor both Aseprite and homebrew, I focused on elements of the courtroom scene (bottom-left): did the conversion pick up on the green banners hung over the juror’s boxes and did it recreate the stained glass window behind the judge well. The first picture uses standard RGB (sRGB). All color representations search for the nearest color with squared Euclidean distance there are other distance metrics possible (Chebyshev, Manhattan, Minkowski). I needed a 3D vector, an axis aligned bounding box (AABB), an octree, a color class that could handle conversions from sRGB to CIE LAB, and a dialog script.īelow are test conversions. I can’t post the homebrew conversion script in a single gist, because too much is involved. This is Aseprite’s new conversion method (octree) with no dithering: This is the result of Aseprite’s old conversion method (table-based) with no dithering: They were scaled up 400%, so I resized them 25% in Aseprite using nearest-neighbor then put four together into one image. I chose this palette because it was designed for general use across many scenes in a video game it includes a skin-tone ramp and an extended low saturation ramp.įor a test image, I downloaded some Chrono Trigger screen captures from here. I’m using Aseprite v 1.3 beta 4 on Windows 10.įor a palette, I used Adam C. So here are some very non-scientific test-runs with where I’ve gotten so far. I believe this is known already and I do not like to complain about a feature until I’ve done a little digging. Thanks to the devs for their hard work! I have occasionally gotten some unexpected results. This would make the avarage user more inclined to make and share their own custom brushes without spending a day first figuring out how to do it.I was excited and happy to see the beta gave us a new method for converting from RGB to indexed color, and have been trying the octree conversion. The dropdown with the matrices is a bit cluttered aswell, once you install a bunch of them. json files to make them recognised by the program.Īlso, I think the way to access it is a bit convoluted - maybe they could have their own menu. What if, instead of all that, you could just take a grayscale texture and it would recognise the brightness of the pixels (no need for indexing), and putting it in a separate "brushes" or "matrices" folder instead of the write-protected (in newer windows 10 versions) extensions folder - and not having to edit. (Re)Launch Aseprite, and go to Brush > Dynamics > Tick Gradient/Pressure and from the dropdown menu you should see your texture. Don't forget commas and code syntax - I've attached an image of what your file should look like at the end of the github thread.Ĥ. Open "package.json" in notepad (or Notepad for admin rights) and copy the last lines containing "bayer2x2", and change them to your filename and save. Now go to "C:\Program Files\Aseprite\data\extensions\bayer-matrices" (or go to Aseprite preferences > extensions > Bayer Matrices and click on open folder) and move your bmp there. Save as name.bmp (name it anything you want, but make sure it is one word, lowercase, no special characters)ģ. Now go to Sprite>Color Mode>Indexed to index the colors. Then sort by brightness, having the lightest tones on top and going to the bottom. Now go to "create palette from current sprite". Brighter tones = lighter pressure needed, darker tones = heavier pressure.Ģ. Make a grayscale tilable texture that you want to use as brush.
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