Information on 3D to 2D

Prosper

Where'd That 6th Toe Come From?
I acquired this information myself, and I use Windows 7 x64

With the help of the bounding box in red-viewer program, I was able to get the correct camera settings by trial and error.
Tested with GIMP 2.68 and Blender 2.492

Proof Image: http://img19.imageshack.us/img19/2749/proofj.png

Transform Properties
Loc X 5
Loc Y -5
Loc Z 4

RotX 60
RotY 0
RotZ 45

Scene
OSA 8
100%
Sky

Sta 1 End 1 (change if you want animated graphics)
Step 1

sizeX 300
sizeY 300
AspX 100 AspY 100 (you could experiment with this, but I didn't)

PNG
Quality 100
RGBA

Camera Lens
Scale 15
Orthographic Enabled!

Dof Dist 0.00

Clipping Start/End
Start .10
End 100.00 (changing the clipping may also prove beneficial)

Size .500
Shift X 0.00 Shift Y 0.00


Choose Render Animation, and by default you should get a PNG of your 3D model, and with Transparency ready.

Here is some tips/reminders:
Tip #1: If you use Gimp, posterize your images to 6, for it may help from overloading a layer. Here is a script I made to automate posterizing for images starting from 0001.png to whatever you choose.
http://codepad.org/o6h4iE7I

Reminder #1: Use the PNG to ZAR tool included with the 1.27 Editors to convert images to a format for tiles.

Reminder #2: .SPR (or sprite files) are best made with Sprite_Creator from Jarekfall. And the sprite creator imports .bmp only, so save as A8R8G8B8 BMP and you should be ok.


Any inaccuracies in this information you find, let me know, or if you can provide a solution/correction.

Edited once.
 
Very well! This information should encourage modders to create new tiles and sprites for their mods.
 
Sprite Creator accepts images with 256 different colors for each layer. It does not decrease number of different colors, it tries add every new color to layer's color palette. A color with alpha value equal 0 is ignored. Color number limitation is imposed by the algorithm of image data compression used in "ZAR" files. If an image will be deleted from a layer, unused colors won't be removed from layer's color palette. Layer's color palette is preserved until all layer's images will be deleted.
 
I included a script that auto-posterizes mass amounts of png files.

BUT, Until I or someone else makes a better one, if you really want good quality art, I suggest opening all your frames as layers and then switching to an optimum palette of 256 total colors. Then switch back to RGB mode. I was able to fit 32 high quality animation frames into just one layer in Sprite Creator using this method. You will have to save each layer out of GIMP as the only visible layer.

Also one thing that also helps is good lighting setup before rendering out your art from Blender.
 
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