Endless Paradigm

Full Version: Creating A theme from 0
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Im triyng to make some MK theme,but i don't want to use someones topmenu,like i always did,and i created this for icon.For now is green and shady,but that's my first try with photoshop,now im stuck i know something is wrong,but can't find out how to set the icons to 256 bit depth,or someting like that,cause when i try to replace the icons with RCOEdit,it gives me color depth error,it has to be 256???



What it mean??


[Image: texsystem32bitgm2.png]

[Image: texgame32bitxm5.png]

[Image: texnetwork32bitsc3.png]

Edit: I managed to change the icon,only using 256,8 bit icon. :neutral:

Can someone explain me please,a little more how to prepare the icon?
I think it is a limitation of the PSP's XMB and that is why ZiNgA made RCOEdit only allow 256 colours.  If I run into the problem I just re-open the PSD and index the colours down to 256, normally the change is barely noticeable.

Someone please correct me if I'm wrong though.
Actually, making icons 8 bit, can kinda make them look crappy... :(

RaiderX made a guide for making 32 bit icons here:

http://www.psp-hacks.com/forums/viewtopic.php?id=76277
photoshop sucks i LOVE paintshop pro IX
First thank for your reply guys.

Ohh yes i see  that,I read it but i can't manage to find the layer information??

Damn i think i got to do all icons again,to be able to get the alpha channel,for creating them to 32 bits.I can't understand yet how the layers work,cause my psd-files won't let me magic wand them again to estract the icon only,but i will try convert to other type image like png.[/align]

This is how it looks like.

[Image: sinttulo5copiafn3.png] [Image: sinttulo6copiayr9.png] [Image: sinttulo2copiavv6.png] [Image: sinttulo1copiavp4.png]
Internally, the app converts all 32 bit BMPs to 8 bit.

The only reason why I used 32 bit is just for the fact that it supports alpha, whereas 8 bit BMPs do not (though, they actually have the "space" for an alpha channel).
The PSP's GIM format seems to be limited to 256 colours.
tell you what you make them and ill chang tham to 256 4 you
Double post
ZiNgA BuRgA Wrote:Internally, the app converts all 32 bit BMPs to 8 bit.

The only reason why I used 32 bit is just for the fact that it supports alpha, whereas 8 bit BMPs do not (though, they actually have the "space" for an alpha channel).
The PSP's GIM format seems to be limited to 256 colours.


I like it set up like that it lets me use true colors in my psp art

ooo yea hi
ZiNgA BuRgA Wrote:Internally, the app converts all 32 bit BMPs to 8 bit.

The only reason why I used 32 bit is just for the fact that it supports alpha, whereas 8 bit BMPs do not (though, they actually have the "space" for an alpha channel).
The PSP's GIM format seems to be limited to 256 colours.

So i can use the 8 bit to create the rco?
The bad thing is i left my psp ,in my other home,and i can't try it with 8 bit to see how it looks,but i still got more icons to create,im thinking makin them all of that type.This will take me busy for some time.

EDIT : I found it.
i found it.
soon i will share it with ya
you won't get the color you won't
[quote=gsmoke]
EDIT : I found it.
i found it.
soon i will share it with ya
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