i wanna change to size of without losing any pixel . any tip or help? i mean there should be something but i dont know . cause if u used csgo weapons mod you could see they are in a very high resolution but in small size.
Well, for one, you made it 10 times larger than necessary. As for scaling, there is a way, but I don't recall how. It has to do with adding a property to the item json.
i just meant for example.. can u remember it ?its a very big thing in modding. if i learn how to this
http://starbounder.org/Modding:Imag...alenearest_.2F_scalebicubic_.2F_scalebilinear That's probably the answer you seek.
tnx a good source for modders. but can u explain this to me? "/interface/cockpit/initiatejumpover.png?scalenearest=0.5" "/interface/cockpit/initiatejumpover.png?scalebicubic=0.5" what are these ? and where should i add them?to the object file or i should make a lua file?
technically they're directives for spawning in the items, but you might b able to put them in the weapon's file the ?scalenearest=0.5 would be like this /spawnitem <item> <#> '{"directives":"?scalenearest=0.5"}'
Code: { "objectName" : "poptopaf", "colonyTags" : ["pretty"], "rarity" : "Legendary", "category" : "actionFigure", "collectablesOnPickup" : { "actionfigures" : "poptopaf" }, "price" : 5000, "printable" : false, "description" : "The label reads, \"The Poptop hums beautifully to confuse its prey.\"", "shortdescription" : "Poptop Figurine", "inventoryIcon" : "poptopaf.png", "orientations" : [ { "image" : "poptopaf.png:<color>", "imagePosition" : [-2, 0], "direction" : "left", "flipImages" : true, "spaces" : [ [0, 0], [0, 1] ], "anchors" : [ "bottom" ] }, { "image" : "poptopaf.png:<color>", "imagePosition" : [-2, 0], "direction" : "right", "spaces" : [ [0, 0], [0, 1] ], "anchors" : [ "bottom" ] } ], "directives":"?scalebicubic=0.5" } i always put any added data at the end, this example using the poptop action figure
the spawnitem command requires the beginning and end brackets. since the object file already has those, they are unnecessary to repeat
I don't really understand what it does. I added it to a couple of my items to test it out, and they stay the same size, and appear the same quality.
if you were to replace bicubic with nearest, they would look like they would when scaled in paint (not .net)
Don't suppose you can post a before/after picture of the poptop with the "directives":"?scalebicubic=0.5" and without? I been messing around with it on my objects and they look the same no matter what. I don't really understand what it is suppose to help
You don't add this at all Code: "/interface/cockpit/initiatejumpover.png?scalenearest=0.5" "/interface/cockpit/initiatejumpover.png?scalebicubic=0.5" That's an example of using it, not code to do so. Lets say in your JSON you had Code: "image" : "something.png", You'd use processing directives like this Code: "image" : "something.png?scalenearest=0.5", for example. Generally this would be in your animation files, but objects without animations would just add them into the PNG files specified. And yes you can do this in LUA if you want. Look at /items/active/weapons/melee/energyweaponmelee.lua /items/active/weapons/melee/broadsword/energybroadsword.animation With that, you can tagswap, and therefore change directives on the fly. Not sure you'd want to change the size dynamically, but other things you might.
i did add it to object file but didnt change look: { "objectName" : "Gunsmith1", "rarity" : "rare", "interactAction" : "OpenCraftingInterface", "interactData" : { "config" : "/interface/windowconfig/craftingmerchant.config", "paneLayoutOverride" : { "windowtitle" : { "title" : "Barrett's armory", "subtitle" : "weapons", "icon" : { "file" : "/interface/Gunsmith1ui.png" } } }, "filter" : [ "Gunsmith1" ] }, "printable" : false, "description" : "Guns here", "shortdescription" : "Barret station", "race" : "generic", "category" : "crafting", "price" : 1000, "apexDescription" : "weapons", "avianDescription" : "weapons", "floranDescription" : "weapons", "glitchDescription" : "Excited.weapons", "humanDescription" : "weapons", "hylotlDescription" : "weapons", "novakidDescription" : "weapons", "inventoryIcon" : "Gunsmith1icon.png", "orientations" : [ { "imageLayers" : [ { "image" : "Gunsmith1.png" } ], "imagePosition" : [-16, 0], "image" : "Gunsmith1.png?scalenearest=0.5", "direction" : "right", "flipImages" : true, "frames" : 1, "animationCycle" : 0.1, "spaceScan" : 0.1, "anchors" : [ "bottom" ] } ] }
Well you wouldn't use both "imageLayers" and an external "image" too. I'm guessing the engine prioritizes "imageLayers" and only looks for "dualImage" and "image" when it isn't found. Therefore Code: "imageLayers" : [ { "image" : "Gunsmith1.png?scalenearest=0.5" } ]
i did it but my pixels changed i didnt want it i dont wanna change the pixel amout just wanna change the size or scale it