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Re: Data Format
Do not crop or resize anything - you're throwing away 'precious' details.
There is no other variable. Unit size is directly 'controlled' by fraction of height it has in the bitmap. AFAIK the new icons use 128x128, while the old ones from DomPPP use only 64x64 and therefore apear more 'blurry'. monster modding: #spr1 “<imgfile>” The file name of the normal image for the monster. The size of the image should be 8, 16, 32, 64 or 128 pixels wide/high. A human being should be about 32 pixels high and there should be 2 pixels of free space between his feet and the bottom of the image. |
Re: Data Format
Actually if the orginal image was 64x64 and it gets blown up in Dom2, captured, then resized back to 64x64 you didn't lose much detail (yes some during the scaling process).
If I remember, it was really difficult trying to get a clean shot (like I had to move the screen off the map and use a custom GUI mod) and sometime the creature would exceed the border. I take you point though and if I make the images again I'll explore the best way to keep as much of the detail as possible. |
Re: Data Format
We gonna have some wonderful unit gfx soon. 128x128, 16bit color..I think Im gonna start to work on my units on this weekend http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Data Format
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Graphics which where new in Dom2 used 128x128 AFAIK. And filtering can cost you quite a bit of detail, depending on what algorithm you use... Btw. the "Great Mother" seems to be 64x64 pixels to me, even in Dom3 - not all graphics got replaced. Check the "Lady of Love" from Dom3 in comparison: http://www.shrapnelcommunity.com/thr...LadyOfLove.png |
Re: Data Format
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Re: Data Format
Seems to me that You will have to ask Kristoffer for the images or premission to extract them.
I'm pretty certain that it is illegal to extract the graphix and use it in your own creation without premission. |
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