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HighResEaser v1.3 is uploaded. This should answer all your requests so far. Please find the file and documentation in the first post.
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Thanks a lot!Wow, your really on top of this! Awesome.
I had the same problem as Mollymutt and was going to post it but he beat me to it. Cool!
Could you please send me the textures via PM? As well with their id list if they are ordered. I will have a look at that. Normally, if the automatic option is enabled, the size of the id's should be adjusted automatically.Though I have something to add. I tried HRE when I was ready to start the Tunnel level in LOD. It has 41 textures. As the #'s got into the 2 digits, say 30-39 all I could see was a red 3 in each of the textures as the numbers print off center (pushing letters to the right). If you can control the alignment through the script can you cause the script to set it to "Center text".
Does it really help if the color changes every 10 id's? Because the textures are not alligned sequentially.Also, if it is possible changing the color of the letters every 10 textures would create additional separation for easy identification when there are more than 10 textures in a set.
Did you try to mark em with "automatic" option enabled and resize factor set to at least 4?One more thing but it may be completely impractical. When it gets to small textures such as 32x32 or say 16x64 the #'s don't show up at all. It seems the #'s are too large(and/or off center) to appear within the texture. Can a break in the code be made so that a user can manually center, resize and/or change color and then press a hot key to continue the script when ready? =]
BTW, the Tunnel level is now complete. Have you seen the pics?
Ok, I see. Besides that, if a texture is very small, it helps to set the resize factor (when you mark your textures) higher to let's say 8x or 16x. Once they are marked, you can even work with the original ones.That's great. Although I was looking at the wrong screen for the textures I had actually used the script on. The strips are so small, it's hard to tell what they are.
No, unfortunately this is not possible as the script does not has any control over the emulator itself. Thus the script doesn't know how the graphics plugin orders the tiles. That's why you have to tell it to the script...I used it on the background, and it worked great. The only thing I would change, and I don't know if this is even possible, is can you have the program remember which textures go in which order so we don't have to type them in at step two?
I ran across another problem. I was using this just for step 1 to number and resize some textures for a level, and some of the textures had no graphics on them. The script must only resize the graphic and not the entire texture. These textures won't load, because they aren't exactly 4x the original texture.
Here you go. The png size is 64x64, but the leaf isn't that big, so the script only resizes the leaf, and not the whole png file.
For some reason, it won't let me upload a png file. This is my texture converted to a jpg. Switch it back to png, and it should work.
Hey microdev, here is a look at how oot's skyboxes are put together. I hope you can come up a solution for this. Do you need me to send you the files?