Yes. It would require lua scripting. You can scale the objects images without changing the resolution. The function for that is Code: animator.scaleTransformationGroup I think. Look at the standingturret object.
can u give me a tutorial like convert this to fit in game like normal bookcase(i mean its size not the function)?
He wants to keep the detail while making smaller on screen, that way it doesn't look "dry" because of the lack of detail.
It is an upscaled pixel sprite. It already lost detail. It has aliasing all over it. It would do more justice and be more practical to redo it in its proper pixel size. Otherwise it is wasteful to just downscale and upscaled sprite. Edit: And because I was bored...
tnx for fixing it but now i just can figure how to resize high res png fie to fit in game?? can anyone give me the exact code for it?
You would be losing quality by doing that for anything more than 50% reduction in scale. As for how to do it... it requires a bit of understanding in object file manipulation. How comfortable are you with editing json?
thats hard cause i have never expereinced hard coding and stuff like, cause mostly i do 3d modeling .
I know this thread is a bit dead, but item scaling is actually something I'm struggling with right now. I'm looking to have two weapons of mine render in-game at about 67% of their original size. I've been working purely in json thus far for said weapons, and any method to scale them down without diving into LUA would be appreciated. If need be, I can share my .activeitem files.
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.
Except the JSON solution outright compresses the sprite without keeping any details. I'm trying to avoid doing that.
sorry for bumping this thread, but I am having a similar problem. Also, the issue was never truly resolved. please respond to this bump, someone that knows anything about something like this.
It has been answered. Make your sprite the proper resolution, scale it via json, or scale it via Lua. Examples have been given of all of these.
anyway via Lua hasn't been explained, and the JSON format just makes changes the resolution. I want to change the size, not the resolution. if you know what I mean.
Examples of the Lua method have been given. And yes, I know what you are after. You want to scale down an image to use as a sprite, but no matter what method you use, you WILL lose quality of the image. This is literally unavoidable
then explain the high res textures in this mod here https://community.playstarbound.com/resources/rexmecks-counter-strike-weapons.3680/
Notice how they have to have the regular game zoomed in so much in order to see the detail of the weapons? At 2x zoom level, each regular sprite pixel is 2x2 screen pixels. So at 1x zoom level, each sprite pixel is one screen pixel. If you have a higher resolution sprite at that zoom level scaled down, you literally cant have anything visually less than a physical pixel, so they WILL be distorted. Example of distortion: https://community.playstarbound.com/attachments/367540_20160721160512_1-png.157737/