Hard Light Productions Forums
Hosted Projects - FS2 Required => FreeSpace Conversion => Topic started by: Aardwolf on February 25, 2008, 10:02:22 am
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The centers of the doors should match their locations, so that when you right-click it cycles through their actual positions and not the FS2 positions.
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For me, they're almost perfect. They just skip a pixel or two to the left when I move my cursor over them.
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We didn't do much behind-the-scenes editing of them, so yeah the right-click cycle doesn't work, and neither does the Help screen. And the pixel-skipping is irritating, but infuriating to fix; it comes about from the change in screen resolution to 1024x768.
Maybe we'll adjust it in the next release.
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I don't think Cobra read what I said. :ick:
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I thought I'd post my thoughts in it, after all it is about the mainhall. ;)
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The main hall is an extremely low priority for us right now, since we have so many other things to get ready for the next release. However, if someone is willing to submit a patch, or a fixed version, we'll include it in the official 3.1 pack.
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Here is a Galatea mainhall patch (pixel skipping + r click location)
http://files.filefront.com/interface+Galatea2zip/;10081338;/fileinfo.html (http://files.filefront.com/interface+Galatea2zip/;10081338;/fileinfo.html)
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Hmm.
Okay, first, thanks much for doing this for us. :)
Now a few question. Why did you include a new main hall background? What's different about it? And how did you generate it?
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Hmm.
Okay, first, thanks much for doing this for us. :)
Now a few question. Why did you include a new main hall background? What's different about it? And how did you generate it?
Because you can't fix the problem without it. :p
It intergrates the first frame from each of the ani's
Aniview32 to save every first frame. Gimp to put them in the correct place and provide the pixel co-ordinates for the table. The second set of co-ordinates just sorts out the right click thing.
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Because you can't fix the problem without it. :p
Don't be flippant. I'm not going to include this fix unless/until I'm satisfied with it.
It intergrates the first frame from each of the ani's
Aniview32 to save every first frame. Gimp to put them in the correct place and provide the pixel co-ordinates for the table. The second set of co-ordinates just sorts out the right click thing.
And what, exactly, does that mean? Did you just paste the first frame of each door animation onto the main hall background? In that case, you didn't fix the problem. There will most likely still be pixel offsets; they'll just be in the background as opposed to in the animations.
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Don't be flippant. I'm not going to include this fix unless/until I'm satisfied with it.
Not my problem. I'm satisfied with it.
And what, exactly, does that mean? Did you just paste the first frame of each door animation onto the main hall background? In that case, you didn't fix the problem. There will most likely still be pixel offsets; they'll just be in the background as opposed to in the animations.
most likely? Pixel offsets exist or they don't. I'll leave you to judge if you are satisfied with it.
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Both of you, show more respect for each other.
Besides, the whole thing is pretty ugly, since it's been resized up from 800x600 without resampling. Water, thanks for fixing the little annoyance. Having the animations 'jump' one pixel is a lot more annoying than having the doors be ever-so-slightly misaligned on the background which already has heavily artifacts. We appreciate your help and would be glad to put this into the next release.
I haven't seen the Bastion main hall for a while. Are there similar problems there?
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Yeah, they're on the ready room door and the two doors below it, I think.
[EDIT] Wait, no. Everything has pixel skipping.
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I haven't seen the Bastion main hall for a while. Are there similar problems there?
I would like to have a look at the other hall. If you are able to provide me with a Bastion pilot, I'll get it fixed.
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Besides, the whole thing is pretty ugly, since it's been resized up from 800x600 without resampling.
Actually, it was scaled down from the hi-res render available at Descent Network. Pasting the first frames of each of the door animations (which were scaled up from the low-res ones) onto the background would add artifacts not present on the original.
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Er, I seem to remember only the Bastion main hall being in high-res...