BoA Wall Graphics
Author | Topic: BoA Wall Graphics |
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Infiltrator
Member # 148
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written Sunday, December 31 2006 20:42
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For those of you who work with the BoA graphics: Have you noticed that the BoA wall seem to be a few pixels off? If you examine the walls in-game there is slight gap between walls causes seeming drop. Also, the corner walls are off. I'm trying to fix it by making correct template (rather than copying the non-white space of a default wall) and by using the templates I get perfect walls in PS for straight runs, but not using the L corners (using a |_ configuration is fine), but not in-game. Has anyone found a way to fix this? -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Law Bringer
Member # 4153
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written Monday, January 1 2007 14:26
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I don't know... I've noticed it, but never thought it was really worth the effort to fix. For a while, I thought it might've been something wrong with the custom walls I was using. -------------------- Gamble with Gaea, and she eats your dice. I hate undead. I really, really, really, really hate undead. With a passion. Posts: 4130 | Registered: Friday, March 26 2004 08:00 |
Infiltrator
Member # 148
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written Monday, January 1 2007 15:01
Profile
Hm. I have spent over 2 days in PS examining each wall piece and trying to figure what is missing. 8 hours and all I have fixed is the top row of a wall set. A major problem is that there are missing pixels and some pieces are a pixel high/low. Also wall are adjusted by +-18/+-12 pixels, yet I calculate +-18/+-13 on my test. Odd. edit: After much determination and testing I have found that the problem lies with... the game engine and its attempt to compensate for the zig-zag pattern created by the floor tiles. Most notable using the L corners. When not using the L corners, the game renders a-okay. The most notable problem is created by the short cutaways of a wall that are used by an L-corner. Their Y position is off. Also, any attempts to correct the problems of the L-corners are futile as the game engine will determine what icon and cutaway icon(s) to use, not the data script. [ Monday, January 01, 2007 17:23: Message edited by: Dahak ] -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
? Man, ? Amazing
Member # 5755
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written Monday, January 1 2007 18:36
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This might be part of the host of reasons Jeff has decided that Blades is not a supportable program. I think that we will just have to work within the provided interface, rather than headbutt the walls hoping for relief. ;) -------------------- quote: Posts: 4114 | Registered: Monday, April 25 2005 07:00 |