Deleted
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Post by Deleted on Aug 29, 2016 11:55:27 GMT -8
Well, the error message can't be more crystal clear. Your image must have more than just 8 bits reserved for a color (8 bits is 256 different colors available). If you still claim your image is 8 bit, send it to us and we'll take a look at it. Well,if you talking about the image size,it says it's 606 bytes.I still dont get it if this is what you talking about
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Tomalla
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Post by Tomalla on Aug 29, 2016 12:31:04 GMT -8
Every image has a set of many properties; one of them is the width and height of an image (dimensions). And from all of these properties on an image, there's one I was talking about. It's the so called COLOR DEPTH. Well, every image is made of pixels, right? And those pixels can have one of many colors. The property called "color depth" tells us, how many different colors a pixel can be. For instance: let's say we have a black-and-white image. Every pixel of such image can have one of two colors: black or white. And so this is a " 2 color image" (or, technically speaking, an image with 1-bit color depth). If you had an image, where your pixel can have one of 4 different colors, it's the " 4 color image (or image with 2-bit color depth). The PCX2PID.EXE program requires your image to be 256 color. That means, that every pixel of your image has to be one of at most 256 different colors. Or in other words: your image should have 8-bit color depth. If you open your image up in any image viewer or editor, you are likely to see the following text, for example: "100 x 200 x 24 BPP". 100 and 200 are the width and height of an image. The "24 BPP" part is the color depth of your image (BPP stands for "Bits Per Pixel"). In this case - each pixel can have one of over 16 millions of different colors. It's quite a lot. And that might be the reason why your PCX2PID.EXE program is complaining. Your image should have "8 BPP", which means "8-bit color depth", or "an image where pixels can have one of only 256 different colors". I made a 256 color 32x32 pcx file but PCX2PID says "1.pcx is not a 256 color image !" You said you made a 256 color PCX file. If you did, you should have no problems with the conversion. That's why I want to double check your actual "1.pcx" file to see whether it really is 8 BPP. It's the only explanation that comes to my mind.
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Deleted
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Post by Deleted on Aug 29, 2016 12:34:32 GMT -8
Every image has a set of many properties; one of them is the width and height of an image (dimensions). And from all of these properties on an image, there's one I was talking about. It's the so called COLOR DEPTH. Well, every image is made of pixels, right? And those pixels can have one of many colors. The property called "color depth" tells us, how many different colors a pixel can be. For instance: let's say we have a black-and-white image. Every pixel of such image can have one of two colors: black or white. And so this is a " 2 color image" (or, technically speaking, an image with 1-bit color depth). If you had an image, where your pixel can have one of 4 different colors, it's the " 4 color image (or image with 2-bit color depth). The PCX2PID.EXE program requires your image to be 256 color. That means, that every pixel of your image has to be one of at most 256 different colors. Or in other words: your image should have 8-bit color depth. If you open your image up in any image viewer or editor, you are likely to see the following text, for example: "100 x 200 x 24 BPP". 100 and 200 are the width and height of an image. The "24 BPP" part is the color depth of your image (BPP stands for "Bits Per Pixel"). In this case - each pixel can have one of over 16 millions of different colors. It's quite a lot. And that might be the reason why your PCX2PID.EXE program is complaining. Your image should have "8 BPP", which means "8-bit color depth", or "an image where pixels can have one of only 256 different colors". I made a 256 color 32x32 pcx file but PCX2PID says "1.pcx is not a 256 color image !" You said you made a 256 color PCX file. If you did, you should have no problems with the conversion. That's why I want to double check your actual "1.pcx" file to see whether it really is 8 BPP. It's the only explanation that comes to my mind. I checked the image now.It says 32 x 32 4 BPP.I think this is the problem.
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Deleted
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Post by Deleted on Aug 29, 2016 13:53:28 GMT -8
Well i fixed the problem.Apparently,it was running on root of the C: whole the time (that was the first one i created) and the program was detecting the pcx file on the C: folder and it was 24 BPP.I changed it to 8 BPP and BAM,i had a PID file.
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Deleted
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Post by Deleted on Aug 29, 2016 14:27:15 GMT -8
How can i use VRZ files on Gruntz REZ Patcher ? If it's now possible,can you make a program for that ?
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Zu
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Post by Zu on Aug 29, 2016 18:05:23 GMT -8
Everything is explained in the tutorial about making a mod. VRZ file can be opened in the Gruntz REZ Patcher the same way a REZ file is.
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Deleted
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Post by Deleted on Aug 30, 2016 1:18:32 GMT -8
Everything is explained in the tutorial about making a mod. VRZ file can be opened in the Gruntz REZ Patcher the same way a REZ file is. .Well,Gruntz REZ Patcher only detects .REZ files when selecting as an output.But when i write the VRZ file direction manually and click patch,none of the gruntz talk.There is no ! baloon though.
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Tomalla
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Post by Tomalla on Aug 30, 2016 3:18:50 GMT -8
The Gruntz REZ Patcher can also patch GRUNTZ.VRZ file. When choosing the output REZ file, an "open file" dialog will open. However, the filter will only show REZ files. I obviously forgot to add other common filters. But there's an easy way to circumvent it: in the "File name" text field type "*.*" (without quotes) and press Enter. This will overwrite the filter and show EVERY file instead. Then select the GRUNTZ.VRZ file and from now on everything will be just the same.
IMPORTANT: It's a good idea to back up your GRUNTZ.REZ and GRUNTZ.VRZ files manually instead of letting the program to do it. The reason for this is simple: the backup copy is created as a file with a fixed name (BACKUP.REZ) in the same folder. If you start modifying another REZ (or VRZ) archive, your backup copy may be easily overwritten.
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Deleted
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Post by Deleted on Aug 30, 2016 9:41:09 GMT -8
The Gruntz REZ Patcher can also patch GRUNTZ.VRZ file. When choosing the output REZ file, an "open file" dialog will open. However, the filter will only show REZ files. I obviously forgot to add other common filters. But there's an easy way to circumvent it: in the "File name" text field type "*.*" (without quotes) and press Enter. This will overwrite the filter and show EVERY file instead. Then select the GRUNTZ.VRZ file and from now on everything will be just the same. IMPORTANT: It's a good idea to back up your GRUNTZ.REZ and GRUNTZ.VRZ files manually instead of letting the program to do it. The reason for this is simple: the backup copy is created as a file with a fixed name (BACKUP.REZ) in the same folder. If you start modifying another REZ (or VRZ) archive, your backup copy may be easily overwritten. It worked thank you
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Deleted
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Post by Deleted on Aug 30, 2016 9:56:06 GMT -8
Well now when i patched the voice filez,the voicez are like static soundz and when i extract the VRZ file,it's perfectky normal.
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Tomalla
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Post by Tomalla on Aug 30, 2016 12:41:04 GMT -8
The WAV file turns into static noise when played in the game? Sounds like your WAV file was exported with different settings. Like different bit rate, sampling frequency or whatnot. Not really sure. But again - if you send us the WAV file, we'll try to work it out and tell what's actually the problem.
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Deleted
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Post by Deleted on Aug 30, 2016 13:28:59 GMT -8
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Tomalla
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Post by Tomalla on Aug 31, 2016 2:42:18 GMT -8
Damn, your WAV file behaves like crazy in the game! This very particular file seems to sound just fine for me, but the most surprising part is, that it corrupts other voiceovers! When I checked that the sound file is played properly, I was about to exit the game when suddenly some other Grunt started "shouting" is such a loud and staticky manner, that I jumped on my chair  It sounded like a roaring car engine. Astonishing. Fortunately I've found the issue. Your WAV file was a 1 channel, 16 bit signed PCM with the sampling rate of 22050Hz. However, the voiceovers in the game were 8 bit unsigned PCM. I reexported your WAV file in the correct (latter) format and all sounds seem to be no longer corrupted. I have no idea how to correctly export your sound in Speakonia however; I did it with Audacity 2.0.5 (a rather old version, I know). I went to File > Export, chose the "Other uncompressed files" and specified the 8 bit unsigned PCM encoding in the "Options" menu. You'll have to come up with your own way how to accomplish this with Speakonia. PS. May I ask what language is your WAV file in? The sound of it is quite peculiar
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Deleted
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Post by Deleted on Aug 31, 2016 4:18:35 GMT -8
Damn, your WAV file behaves like crazy in the game! This very particular file seems to sound just fine for me, but the most surprising part is, that it corrupts other voiceovers! When I checked that the sound file is played properly, I was about to exit the game when suddenly some other Grunt started "shouting" is such a loud and staticky manner, that I jumped on my chair  It sounded like a roaring car engine. Astonishing. Fortunately I've found the issue. Your WAV file was a 1 channel, 16 bit signed PCM with the sampling rate of 22050Hz. However, the voiceovers in the game were 8 bit unsigned PCM. I reexported your WAV file in the correct (latter) format and all sounds seem to be no longer corrupted. I have no idea how to correctly export your sound in Speakonia however; I did it with Audacity 2.0.5 (a rather old version, I know). I went to File > Export, chose the "Other uncompressed files" and specified the 8 bit unsigned PCM encoding in the "Options" menu. You'll have to come up with your own way how to accomplish this with Speakonia. PS. May I ask what language is your WAV file in? The sound of it is quite peculiar Tank you for the answer,i didn't know that you jumped of the chair  ,It's Microsoft Sam in Speakonia.
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GooRoo
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Post by GooRoo on Nov 9, 2018 19:15:42 GMT -8
Added a Gruntz modding tutorial. Some of the links require a ZIP extractor that is described to extract to the Google Cloud. How do I get it to simply download to my hard drive?
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Zu
Retired Staff
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Post by Zu on Nov 9, 2018 21:18:36 GMT -8
I assume that you are talking about the Google Drive links. To download from them, you simply have to click the down arrow in the top-right corner. 
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GooRoo
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Post by GooRoo on Nov 9, 2018 23:00:57 GMT -8
I assume that you are talking about the Google Drive links. To download from them, you simply have to click the down arrow in the top-right corner.  
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Post by swietymiki on Nov 11, 2018 5:52:46 GMT -8
To guarantee full backward compatibility of the new REZ file, all new images should have numbers corresponding to invalid tiles of the normal tileset. Replacing any existing tiles (doubled or not) will break the graphics of some levels. There are two options: either have the new images fill holes between existing tiles if there aren't too many of them, or put all after id 330 (the game should handle up to 999 different tiles).
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Tomalla
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Post by Tomalla on Nov 11, 2018 6:11:03 GMT -8
Talking about backward compatibility, if you add some tiles after id 329 and create levels which would use them, they will totally require the new REZ archive severely limiting the target audience. The only changes in the REZ file that make sense then is updating the basic duplicated tiles to add in some variety without changing their semantics.
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