Also Diablo 1 images are 16-bits colors, those white areas looks like the 32-bits error that windows give me when I launch diablo 1 with it.
Check that
I haven't quite figured out how to get proper animations of the Uniques, such as the doom guard, Rustweaver.
As I said earlier in the thread, each monster-type has multiple color palettes; each one corresponding to a different variant of the monster. They do something apparently more complex for the Uniques, and I haven't discovered what that is, yet.
I found something about the Unique monsters colors
"Uniques have their own set of TRN files that will not work for normal monsters. Use of normal monster TRN files on uniques is unknown."
Seems Unique colors are on those .trn
I've been exporting some monster gifs myself, but a few of them have some missing colors, as you can see there's missing some on the side of the chest and legs on this one and it's really bugging me.
I don't suppose anyone knows of a solution? Google isn't finding any relevant answers.
I think you?re not using the correct pallete, if i?m not wrong Diablo 1 models had
a different file to handle the colours
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Check that
I found something about the Unique monsters colors
"Uniques have their own set of TRN files that will not work for normal monsters. Use of normal monster TRN files on uniques is unknown."
Seems Unique colors are on those .trn
source: Mod Making guide
I think you?re not using the correct pallete, if i?m not wrong Diablo 1 models had
a different file to handle the colours