So, I've been working on updating my mod (which is slightly buried, but that's my own fault for not updating it). That being said, I've been getting bogged down because I want to add my own custom sprites to it. I have a .png file ready to be converted, however, both SHP Builder and OpenRA Utility refuse to convert the sprite. I exporeted the images to .png's then put them together via paint.net. Now, it's not really a naming issue, as I've used SHP Builder to convert .png's to SHP's for cameo's, but never full 32 facing sprites. I know that SHP Builder can do the color indexing (which paint.net can't do on it's own), however the only time it build's a sprite is when it meshes all of the frames together. (kinda). Images to come soon.
If anyone can help me with this issue, I do have the png located here.
Issues with OS SHP Builder OpenRA Utility
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- Posts: 20
- Joined: Fri Jan 15, 2016 5:42 am
- Graion Dilach
- Posts: 277
- Joined: Fri May 15, 2015 5:57 pm
SHP Builder cannot handle spritesheets, and can only import frames - which is why it requires the filename 0000 syntax. Aka, first frame has 0000, second 0001 etc etc..
The sole way I'm aware a spritesheet can be converted to an SHP is to get XCC Mixer, set up it's directory to the OpenRA content directories then select the correct palette, right-click on the image->Clipboard->Copy and then Clipboard->Paste as SHP when you get a window to specify all size-related properties of the result (frame sizes and count).
The sole way I'm aware a spritesheet can be converted to an SHP is to get XCC Mixer, set up it's directory to the OpenRA content directories then select the correct palette, right-click on the image->Clipboard->Copy and then Clipboard->Paste as SHP when you get a window to specify all size-related properties of the result (frame sizes and count).