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Custom sprites #1001
Custom sprites #1001
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I want to add another options i.e. multiple sprites per image and support for rotation.
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for partial regions in tga file
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You committed the custom image, that needs to be removed before merging the pull too.
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I tried it, and the single object works, but just one perspective and just the single frame. With this pull is it already possible to create an object with multiple perspectives and/or multiple frames, and if so, how would I do that?
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I've yet to be able to use the custom objects beyond them being decorative.
Please install this map pack and load the only map: traptest.zip
- Build a workshop and rooms to get units
- Use units to construct a trap
-> Notice the trapbox is the custom object as defined in the custom trap and object configs - Place the trap
-> Notice that imps will refuse to place the trap, they should.
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As discussed on discord, the current implementation is very limited in that it only provides one angle and one frame, making the use case very limited. Since it's better than nothing, I could accept it in it's current form, but allowing sprite sheets (in png or tga) would make the feature a lot more useful.
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Resolved
I've found a bug with the custom object. I added it to the map, and it gets placed at the wrong location. See image:
https://user-images.githubusercontent.com/13840686/116010557-07812300-a620-11eb-9e67-d62326b4c2c0.pngThe AP where the object is placed is in the center of the room, the object itself is placed far off center.
To reproduce, install the map pack and load map 1001. See the object is not placed at the AP.
Mappack: traptest.zip
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Resolved
Other bug:
Custom objects fail to properly work on custom campaigns at all. To test, try to reproduce the bug from the previous comment and notice the object is not placed at all.
To get it to work, you have to copy the mbox.tga and objects.cfg files from \levels\traptest_cfgs to \fxdata.
# Conflicts: # config/fxdata/objects.cfg # src/config_objects.c # src/config_rules.c # src/thing_objects.c # src/thing_objects.h
so now objects are animated
map00301.zip |
added `git submodule init` + `git submodule update`
To test with: dkknightstatuecameras.zip |
Feature has been overhauled. Will do a new review.
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I.e. `AnimationID = STATUE_KNIGHT:WEST`
# Conflicts: # keeperfx_vs2010.vcxproj.filters # src/main.cpp
(Should be checked on Partial files)
…` is now supported
fix for SET_OBJECT_PROPERTY from script
The dwarf from opengameart.org: gimly.zip |
It is now possible to create custom objects using
objects.cgf
+ tga images.Tga images should be exported with 8bit keeper palette, no RLE and origin "top-left".
Image size restrictions more than 8x8 and less than 256x256