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Welcome to the Starbound-ColorOptionsPicker wiki!
Table of Contents
Adding entries with a "color transition"
Uploading files
If you successfully downloaded and launched the application, then we can start.
Let's take a look at the menu. Click "File -> Open...".
A dialog box pops up. Select the folder in which the sprites and JSON files with the types .chest, .head, .legs, .back are located. Click "Open".
If the JSON files have the correct syntactic structure and the sprites are not corrupted, then you will see a specific frame of your sprite in the main window.
Setting the visible frame
If the files are uploaded successfully, two images of your clothes should appear in the main window. The first is with the original colors as they are. The second is the colored version, taking into account the entries of the current dye.
Regarding the pose, the default is the first frame of the idle animation. The pose and frame number can be easily changed using the drop-down lists.
Here you can also change the gender and set the checkbox to display/hide the mannequin.
Small example:
Selecting the type of dye
You can only change colors for one type of dye at a time. You can change it from the drop-down list "Color Option".
Adding entries with a "color transition"
After uploading the JSON files, you most likely have pre-existing "colorOptions" parameter entries loaded into the "Color Transitions" list. If there were none, or you want to add other colors to the list that you will change in the future, you must select these colors in the "Original Sprite's Colors" list and click the "Add Transition" button.
You can select multiple colors by using "Shift+LMB" or "Ctrl+LMB".
There is also an alternative. You can click on a specific image pixel under the "Original Sprite" label. If you select a pixel in the image under the "Colored Sprite" label, then in addition to adding it, a window will also open for editing the selected color.
Color editing
We've come to the color editing part. Highlight one or more entries in the "Color Transitions" list. Now we have three buttons available:
-
"Remove" button - removes the selected entries from the list. You can get them back by repeating the steps in the previous section.
-
"Edit..." button - opens a window for setting the selected records to change the color to ONE - specific.
There is not much to talk about here. You change the color in either the RGB (Red, Green, Blue) model or the HSV (Hue, Saturation, Value) model. Additionally, you can use the circle to set the hue and saturation (brightness remains unchanged). You can also select one of the "old" colors by clicking on one of the bars under the "Old:" label. The color change can be observed in the main window under the "Colored Sprite" label.
- "Hue / Saturation..." button - opens a window for setting individual color changes for the selected records according to the HSV model.
Don't forget to press the "OK" button to save the selected colors. Clicking on the "cross" or the "Cancel" button will return the old colors.
Export data to JSON
If you've finished making all the color changes and want to export them back to the "colorOptions" parameter with the appropriate JSON syntax, you need to go to the menu and click "File -> Export -> Color Options...".
The following window will appear:
Here you are given the opportunity to select the color sets to be exported.
By clicking the "OK" button, another window with the JSON text will appear:
Now you can either manually select and copy the part you need with "Ctrl + C", or click on the "Copy to Clipboard" button to copy the text to the clipboard, or click on the "Save As" button to save the export to text file.
Settings
The settings can be accessed by clicking "File -> Settings".
At the moment there are only import settings. A little clarification: these settings apply to the import of sprites and JSON files, at the moment when you specify a folder. (See "Usage: Uploading Files" section)
Parameter name | Description |
---|---|
Transparency Cut | Cuts all pixels whose alpha value is less than the specified number [0 - 255]. It should be noted that pixels that have transparency in the original imported image will be displayed without transparency in the program. |
Ignore '.head' files | Ignores head sprites and .head files during import. |
Ignore '.chest' files | Ignores chest sprites and .chest type files during import. |
Ignore '.legs' files | Ignores leg sprites and .legs files during import. |
Ignore '.back' files | Ignores back sprites and .back type files during import. |
Ignore masks | Ignores import and application of masks. |