Pages: 1
Posted on 10-25-15, 05:32 pm (rev. 3 by ImageBot on 11-21-16, 03:17 am)


Karma: 7
Posts: 3/8
Since: 09-09-15
So my friend was making a hack that was pointless and funny. He requested me to make a "weed" background, but whenever I try to import a background, it turn out like this
I hope you have any suggestions.
Posted on 10-25-15, 05:58 pm
Red Paratroopa
Friend of N64s and DSes

Karma: 516
Posts: 60/171
Since: 07-26-15
Try making it the same size as the background that you are trying to replace.
_________________________
My Youtube Channel
Never use a flash drive unless you are transferring files...
Posted on 10-25-15, 07:02 pm
We do what we must because we can

Karma: 5558
Posts: 1076/1425
Since: 06-25-13
Your background is using too much tiles. Try importíng a background with less different tiles.
_________________________
Super Mario Bros. - The New Worlds | Full release
Super Mario Castle 2 | Full release

My Youtube channel
Best friends forever
Posted on 10-25-15, 09:50 pm (rev. 2 by Thierry on 10-25-15, 09:53 pm)
この記号は… 解読できないよ…


Karma: 6012
Posts: 1698/2723
Since: 01-17-13
Can you show us the BG as it is before importation? If it were edited so it loops and use only a small amount of tiles, it would most probably work.

Edit:

Posted by Arctus Platner
Try making it the same size as the background that you are trying to replace.
If you mean the image size, you can only import 512x512px images, so the size is always the same. If you meant something else, then nevermind.
Posted on 10-26-15, 10:47 pm (rev. 2 by ImageBot on 11-21-16, 03:17 am)


Karma: 7
Posts: 4/8
Since: 09-09-15
I exported the hills bottom background and drew over it then tried importing it back in. it should be the right size. I don't really understand what you mean by tiles.
Here is the original png

It would really be helpful if someone made a nmb file out of it
Posted on 10-27-15, 06:49 am
Roy Koopa
The guy who does things.

Karma: 12684
Posts: 1910/2796
Since: 07-01-11
Okay, to be plain, that background is far too detailed to correctly import into the game.

See, the game needs to compress the backgrounds to save them. To compress backgrounds, image size, and the color palette needs to be reduced. So backgrounds can only have certain amount of 8x8 pixel tiles that are used in repetition to form an image. If an image has too much detail to put into the limited amount of tiles, what you'll get is a random garbled mess as you can see in the first post.

I've edited the background so it doesn't use as many tiles. It's the best it can be done:

420blazeit.nmb
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
My two greatest assets have been mental stability and being, like, really smart.
Posted on 10-27-15, 02:58 pm (rev. 2 by ImageBot on 11-21-16, 03:17 am)


Karma: 7
Posts: 5/8
Since: 09-09-15
Thank you so much!!

EDIT: is the nmb file you gave me supposed to look like this?
Posted on 10-27-15, 05:46 pm
この記号は… 解読できないよ…


Karma: 6012
Posts: 1701/2723
Since: 01-17-13
Did you import it in a top BG slot? Try a bottom one, I assume it's a bottom one MF64 used for his editing.
Posted on 10-27-15, 11:23 pm


Karma: 7
Posts: 6/8
Since: 09-09-15
yes it is the bottom one
Posted on 10-28-15, 02:12 am
Roy Koopa
The guy who does things.

Karma: 12684
Posts: 1914/2796
Since: 07-01-11
Actually, I used a top one. Import the BG into a top background, then export the .png image and import it into a bottom BG.

It should work fine.
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
My two greatest assets have been mental stability and being, like, really smart.
Posted on 10-28-15, 11:05 am
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 9979
Posts: 4308/4456
Since: 06-08-11
If you're having problems with tile counts try this other program, it deals much better with complex BGs: released Dirbaio's Background Tiler v1.0
Pages: 1