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How to Rip Graphics from Spritesheets at Webs for SMBX
Posted: Tue Apr 29, 2014 7:59 am
by DaSpongeBobMan
I found an image of a ripped NSMBU forest tile set, that was a sprite sheet, but how should I rip the tile set from it and what program should I use to do so?
Re: How to Rip Graphics from Spritesheets at Webs for SMBX
Posted: Tue Apr 29, 2014 10:45 am
by RudeGuy
You can use Paint.NET. Almost all in this forum have it.
Also the spritesheet are often 1x1 pixels, so you must convert it to 2x2 pixels.
Re: How to Rip Graphics from Spritesheets at Webs for SMBX
Posted: Tue Apr 29, 2014 11:27 am
by icez
Shoe box is also a really good option sense it will automatically detect and rip the sprite accordingly
Re: How to Rip Graphics from Spritesheets at Webs for SMBX
Posted: Tue Apr 29, 2014 11:41 am
by DaSpongeBobMan
That's what I thought but Paint.Net lets you copy from images. Is that how you rip?
Re: How to Rip Graphics from Spritesheets at Webs for SMBX
Posted: Tue Apr 29, 2014 12:53 pm
by RudeGuy
DaSpongeBobMan wrote:That's what I thought but Paint.Net lets you copy from images. Is that how you rip?
Well, there's no another way.
Re: How to Rip Graphics from Spritesheets at Webs for SMBX
Posted: Tue Apr 29, 2014 2:13 pm
by Fuyu
Look, if you want to rip tilesets from spritesheets made by other people first you need Paint.Net (unless it's from SMW Central, if that's the case you'd better get permissions to do that).
Once you get Paint.Net, open the spritesheet with it and go to Image>Change Size and a window will pop up. Change it to "Closest Neighbour" and set the new size to 200%. Doing that all pixels shall transform into 2x2 pixels like some sort of Power Rangers (?). After doing that you need to select the graphics you want to replace for those, copy-paste each part into them and done.
There's no way you can rip them if you don't copy-paste them into already created files.
Re: How to Rip Graphics from Spritesheets at Webs for SMBX
Posted: Thu May 01, 2014 9:24 pm
by icez
Natsu wrote:Look, if you want to rip tilesets from spritesheets made by other people first you need Paint.Net (unless it's from SMW Central, if that's the case you'd better get permissions to do that).
Once you get Paint.Net, open the spritesheet with it and go to Image>Change Size and a window will pop up. Change it to "Closest Neighbour" and set the new size to 200%. Doing that all pixels shall transform into 2x2 pixels like some sort of Power Rangers (?). After doing that you need to select the graphics you want to replace for those, copy-paste each part into them and done.
There's no way you can rip them if you don't copy-paste them into already created files.
It's true that paint.net is good to isolate a tileset to rip but using shoe box takes aways the tedious work of ripping each individual tile as it will automatically detect and rip each block into a 32×32 block sometimes a little smaller so you still need paint.net to fix things like that but shoebox in general just makes the job of ripping a a lot easier as you don't have to do it individually and instead rip an entire sheet if you choose.
Re: How to Rip Graphics from Spritesheets at Webs for SMBX
Posted: Fri May 02, 2014 7:24 pm
by Fuyu
icez wrote:Natsu wrote:Look, if you want to rip tilesets from spritesheets made by other people first you need Paint.Net (unless it's from SMW Central, if that's the case you'd better get permissions to do that).
Once you get Paint.Net, open the spritesheet with it and go to Image>Change Size and a window will pop up. Change it to "Closest Neighbour" and set the new size to 200%. Doing that all pixels shall transform into 2x2 pixels like some sort of Power Rangers (?). After doing that you need to select the graphics you want to replace for those, copy-paste each part into them and done.
There's no way you can rip them if you don't copy-paste them into already created files.
It's true that paint.net is good to isolate a tileset to rip but using shoe box takes aways the tedious work of ripping each individual tile as it will automatically detect and rip each block into a 32×32 block sometimes a little smaller so you still need paint.net to fix things like that but shoebox in general just makes the job of ripping a a lot easier as you don't have to do it individually and instead rip an entire sheet if you choose.
Wouldn't the fact you have to check each file more tedious? You don't know which file has some bugs so you would have to check each to find any bugs there might be and fix it. Besides, it is not as tedious as you may think, all you need is experience and know how to use Paint.Net, that is all.
Re: How to Rip Graphics from Spritesheets at Webs for SMBX
Posted: Sat Oct 04, 2014 1:44 pm
by Guyin
Natsu wrote:Look, if you want to rip tilesets from spritesheets made by other people first you need Paint.Net (unless it's from SMW Central, if that's the case you'd better get permissions to do that).
Once you get Paint.Net, open the spritesheet with it and go to Image>Change Size and a window will pop up. Change it to "Closest Neighbour" and set the new size to 200%. Doing that all pixels shall transform into 2x2 pixels like some sort of Power Rangers (?). After doing that you need to select the graphics you want to replace for those, copy-paste each part into them and done.
There's no way you can rip them if you don't copy-paste them into already created files.
What would you suggest for transforming 1x1 pixels into 2x2 if I don't have paint.net? It requires windows 7 and i only have Vista. Id like to be able to take some custom stuff and get that 2x2 look. Thanks!
Re: How to Rip Graphics from Spritesheets at Webs for SMBX
Posted: Sat Oct 04, 2014 2:16 pm
by lighthouse64
Guyin wrote:Natsu wrote:Look, if you want to rip tilesets from spritesheets made by other people first you need Paint.Net (unless it's from SMW Central, if that's the case you'd better get permissions to do that).
Once you get Paint.Net, open the spritesheet with it and go to Image>Change Size and a window will pop up. Change it to "Closest Neighbour" and set the new size to 200%. Doing that all pixels shall transform into 2x2 pixels like some sort of Power Rangers (?). After doing that you need to select the graphics you want to replace for those, copy-paste each part into them and done.
There's no way you can rip them if you don't copy-paste them into already created files.
What would you suggest for transforming 1x1 pixels into 2x2 if I don't have paint.net? It requires windows 7 and i only have Vista. Id like to be able to take some custom stuff and get that 2x2 look. Thanks!
LOL it helped me too... I was trying to rip an nsmb tileset earlier...
Re: How to Rip Graphics from Spritesheets at Webs for SMBX
Posted: Sat Oct 04, 2014 6:30 pm
by Guyin
lighthouse64 wrote:Guyin wrote:Natsu wrote:Look, if you want to rip tilesets from spritesheets made by other people first you need Paint.Net (unless it's from SMW Central, if that's the case you'd better get permissions to do that).
Once you get Paint.Net, open the spritesheet with it and go to Image>Change Size and a window will pop up. Change it to "Closest Neighbour" and set the new size to 200%. Doing that all pixels shall transform into 2x2 pixels like some sort of Power Rangers (?). After doing that you need to select the graphics you want to replace for those, copy-paste each part into them and done.
There's no way you can rip them if you don't copy-paste them into already created files.
What would you suggest for transforming 1x1 pixels into 2x2 if I don't have paint.net? It requires windows 7 and i only have Vista. Id like to be able to take some custom stuff and get that 2x2 look. Thanks!
LOL it helped me too... I was trying to rip an nsmb tileset earlier...
What do you mean? I'm looking for a program other than Paint.NET that can multiply the pixels outwards like that.
Re: How to Rip Graphics from Spritesheets at Webs for SMBX
Posted: Sat Oct 04, 2014 11:43 pm
by lighthouse64
Guyin wrote:
What do you mean? I'm looking for a program other than Paint.NET that can multiply the pixels outwards like that.
Oops... nevermind. I think I was talking about something else.