Quick and Dirty Srb2k to Ring Racers sprite converter

[Open Assets] Quick and Dirty Srb2k to Ring Racers sprite converter 1.0.2

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rodasForzas

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rodasForzas submitted a new resource:

Quick and Dirty Srb2k to Ring Racers sprite converter - Allows one too lazy to open an image editor to quickly format a srb2k sprite to a ring racers one

View attachment 145734

This is a small program i made on Processing 4.1.3, it allows for someone to quickly format a srb2k sprite into the format of a ring racers one. I made this app to quickly port several sprites of some joke characters I did with my friends on srb2k.
View attachment 145735

To use it, open the executable and click on the "SELECT" button to select the srb2k sprite you wish to format...

Read more about this resource...
 
rodasForzas submitted a new resource:

Quick and Dirty Srb2k to Ring Racers sprite converter - Allows one too lazy to open an image editor to quickly format a srb2k sprite to a ring racers one



Read more about this resource...
Source code looks safe from what I saw. Thanks for including it!
Virus total scan on exe: https://www.virustotal.com/gui/file...ac9da9da77dc1a504d9c19b65a32312fce6/detection

Program looks good! This will make it so much easier for creators to port their own Kart characters to Ring Racers!
Thank you!
 
you're saving lives here! although there's an issue with the program where the window isn't resizeable, so the options for it are very unreachable, even when moving out the taskbar
 
you're saving lives here! although there's an issue with the program where the window isn't resizeable, so the options for it are very unreachable, even when moving out the taskbar
Glad it was useful! Needing to dynamically change the window size was something i overlooked, should be easy to change that, I'll look into it. Thank you for the feedback!
 
Nice resource you've got there! This'll make SRB2Kart-2-Ring Racers porting way easier than before.
This will be very useful for porting my ring racers characters to srb2kart when the drrr -> srb2kart feature comes along... but only time will tell when that day comes.
 
These are the asymmetrical sprites.
1732225159791.png

And this... Oh lord, It's messed up.
1732225225007.png

This is made by Artomeister.
 
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These are the asymmetrical sprites.
View attachment 148378
And this... Oh lord, It's messed up.
View attachment 148379
This is made by Artomeister.
Holy, i can see the issue ahahah
I think this issue as to do with the resolution of the sprites, are your sprites 80x80 pixels each? Can you tell me the resolution of the spritesheet in total?
I think I can fix this by automatically detecting the sprite sizes, or by directly asking the user for its size and what type of sprite it is(symetrical or asymetrical). Do you know if the template you used for asymmetrical sprites are normally the ones used for srb2k?

Thank you for bringing this up!

PS: Do you know where I could find the empty template of the sprite sheet you used?
 
there`s stretching in the sprite that i don't want
ex: blossom's kart signpost
Hi there! Those were the weird artifacts i mentioned on the resource description(that is what the "Quick and Dirty" bit from the title stands for ahah). These happen due to the way my stretch code works, instead of using a library from processing to stretch it, i do it manually to avoid the image becoming blurry, which was happening in initial versions of the program. Doing this manually eliminates the blurriness, however, it is a bit tricky to implement, as now 1 pixel from the old sprite now are supposed to weight 1.2 pixels each, which without blurriness means that some pixels are lost, while others are intensified.

I believe i won't be able to solve the stretching issue in that regard, i'll try to give it another look to see if there is any way to improve it however.
You can still, however, use the generated image as a basis and edit any artifacts you dislike in a editing program if you wish so!

Losing details on the green bits was due to a problem where when i generated the character mod with the sprite, the green wasn't being detected, so in the code i tried swapping all close shades of the intended green into the green that was detected by the game. This probably happened due to me not initially using the custom stretching, which made the image blurry, and by consequence might have also done unintended color shade changes. This should not be an issue with the current version of the code, so i'll test it and see if it is safe to remove that bit of the code.

Thank you for the Message and for showing the screenshots!
 
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