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Go Back   .com.unity Forums > Digital Eel > Weird Worlds: Return to Infinite Space > Scenarios and Mods

 
 
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Old February 25th, 2006, 02:51 PM
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Default Re: Sith Decimator Mod

Thnx a lot fingers. I tend to use 256x256 ship sprite because i use the shillouette for system coordination. About the filtering error it will be fixed by making the ship sprite 1 pixel shorter (changing its height to 255 in the ini). I updated the Rheinland cruiser mod to V 1.1 where i fixed those filtering errors with the method described upper. I use The Gimp, starting with a transparent image and creating many layers (one for each frame). I noticed the alpha channel problem but i wont fix it since i am working Freelancer ships now. Strangely the problem is not on the rheinland cruiser so i guess it is because i draw with the pencil the outline instead of using an effect. Thnx for the tips anyway. I now can set up a ship in nearly 3 hours after the artwork is done and perfect optimisation comes through gameplay.
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Old February 25th, 2006, 05:22 PM
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Default Re: Sith Decimator Mod

One pixel margin is not quite enough. When the ship gets squeezed down to about 64 pixels (which it is most of the time), it will use a mipmap level where one pixel is the size of four pixels in the original graphic. So keep at least four pixels of margin around everything. (the easiest way here is to move the guns and icons down a bit since you have room)
 

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