RPG MAKER 2003 "UNSUPPORTED PNG IMAGE"
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Recently I've been trying to edit textures from rm chipset and have finally figured out how to do it without getting the "Unsupported PNG Image! Make sure you are using a colour depth of 8 bit (256 colours)" message when trying to load it in rm but now whenever i try to test the game it just says "Unsupported PNG"
Does anyone know how to fix this problem without having to change what I've done to the textures?
p.s. I'm also a noob at this so please explain in noob language
Does anyone know how to fix this problem without having to change what I've done to the textures?
p.s. I'm also a noob at this so please explain in noob language
Images tend to fall under a set amount of colours. Usually it's something like 16-bit or 64-bit. This is basically letting you know how many colours the image can use.
RM2k/3 requires that an image be only 8-bit (which means the image can only have 256 colours in it, total). You likely changed the colour amount when you saved the file and it no longer fits under that threshold. Thankfully, the fix is pretty easy.
Open the image in the program you used to edit it. Find the option to Decrease Colour Depth (it can usually be found under image options). Choose the 8-bit/256 colours option. Save as that.
Now there can be an issue where if you used a lot of different colours - more than 256 - it'll change some of the colours to match the closest ones that are already in use. This can make your image look a little weird and some of the colours can run together. It's important to recolour pieces to fit the colours already used in the graphic rather than try to just paste them in without thinking about colours.
RM2k/3 requires that an image be only 8-bit (which means the image can only have 256 colours in it, total). You likely changed the colour amount when you saved the file and it no longer fits under that threshold. Thankfully, the fix is pretty easy.
Open the image in the program you used to edit it. Find the option to Decrease Colour Depth (it can usually be found under image options). Choose the 8-bit/256 colours option. Save as that.
Now there can be an issue where if you used a lot of different colours - more than 256 - it'll change some of the colours to match the closest ones that are already in use. This can make your image look a little weird and some of the colours can run together. It's important to recolour pieces to fit the colours already used in the graphic rather than try to just paste them in without thinking about colours.
If you are certain you have fewer than 256 colors in your image, you can use this utility to quickly convert the image into the proper format (just drag and drop the file on to the opened program). Otherwise, you'll need to do what Liberty said and use a program that finds the "best match" for colors.
https://rpgmaker.net/engines/other/utilities/184/
https://rpgmaker.net/engines/other/utilities/184/
Oh, what was the program called that people used for TsuK/TsuK3? Was it iDraw? I don't recall, save that the program supported palettes of up to 256 colors.
Of course, if you try Googling "iDraw", you'll get results for a Mac/iPod program, so, I could absolutely be wrong on the name here.
Of course, if you try Googling "iDraw", you'll get results for a Mac/iPod program, so, I could absolutely be wrong on the name here.
iDraw is the correct name. I still use it from time to time. It does not, however, convert images into fewer colors, and gets mad if you try to open an image with more than 256 colors. Still, it's a good program for pixel and palette edits.
I agree with the Googling, though. It's really tough to find a download now days for it.
I agree with the Googling, though. It's really tough to find a download now days for it.
author=Marrend
Oh, what was the program called that people used for TsuK/TsuK3? Was it iDraw? I don't recall, save that the program supported palettes of up to 256 colors.
Of course, if you try Googling "iDraw", you'll get results for a Mac/iPod program, so, I could absolutely be wrong on the name here.
iDraw is on the site under utilities. I put it there a few years ago, thinking it might disappear, but yeah, if you're doing 2k/3 games it's one of the best software for messing with graphics without worrying about colours getting stuffed.
irfanview to convert images to 256, as it does a better job at it than most
then open in iDraw
perfect combo
then open in iDraw
perfect combo
I've definitely got 256 colours and 8-bit and it works on resource manager (doesn't say anything about 8-bit or 256 colours) and works fine in game customisation however it still says "unsupported png image" when I try to test the game and then closes again
problem solved: I don't know what I did wrong but I reinstalled rtp and then put the edited files back and it worked, I'm pretty sure it was something I did to charset though, also thanks for the advice as it has still been a big help
Hm, did you save it as something other than .png, .xyz or .bmp? Because that's the only other issue I could think of.
@Liberty:
My guess is that he had opened one of the .bmp or .png images in the RTP directly and then saved it. Paint (and several other paint programs) just save to 24-bit by default, regardless of the original bit depth. So he probably opened a png->ctrl+s (upping it to 24 bit)->tested the game->crashed. Since it was already in the RTP folder, it didn't need to be reuploaded into RM2k3, but when it was called in game the engine couldn't handle it. The unsupported png was probably a different one (something in the rtp?) than the one he was actually worried about.
Also: if anyone needs a good, free program, I've been using paint.net for the last two or three years and it's friggin' fantastic. It does everything I've ever needed, and it does it quickly. With plugins and stuff it can do even more!
My guess is that he had opened one of the .bmp or .png images in the RTP directly and then saved it. Paint (and several other paint programs) just save to 24-bit by default, regardless of the original bit depth. So he probably opened a png->ctrl+s (upping it to 24 bit)->tested the game->crashed. Since it was already in the RTP folder, it didn't need to be reuploaded into RM2k3, but when it was called in game the engine couldn't handle it. The unsupported png was probably a different one (something in the rtp?) than the one he was actually worried about.
Also: if anyone needs a good, free program, I've been using paint.net for the last two or three years and it's friggin' fantastic. It does everything I've ever needed, and it does it quickly. With plugins and stuff it can do even more!
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