So I did this new tree in bryce, ambered it and feared it, so now i can see it in loathing and it looks great.
But when I start a game with the tree, the game crashes...
I tested all flags in fear and they look exactly the same as a regular tree...
no weird things...but ..
it's a high res tree...is there a limit to sprite size for trees? could that be the crashing element?
the sprites are 400x400
any ideas appreciated!
thanks!
carlinho
scenery (trees) - can't make it work
I believe the limit for a sprite is 256 x 256 (or 255 x 255 to stay on the safe side). I'm afraid you're going to have to scale down!
I believe that there is a thread about this for a unit, Windows Myth will simply crash, Mac Myth sometimes attempts to run it but it looks funky.
Is it required to be so large?
I believe that there is a thread about this for a unit, Windows Myth will simply crash, Mac Myth sometimes attempts to run it but it looks funky.
Is it required to be so large?
I'll be damned, I guess it's not the size, I resized it and sonehow it still doesn't work.
I reduced the test to grabbing an existing tree and replacing the "feared" collection with the new one I'm doing, and replacing in amber the collection of that tree with my sprites...
still it doesn't work...
is there a particular thing that needs to be checked in amber when importing the sprites or a particular indexed order that has to be followed when doing the sprites?
it's kind of weird...
thanks for the patience...!!!
hehe
carlinho
I reduced the test to grabbing an existing tree and replacing the "feared" collection with the new one I'm doing, and replacing in amber the collection of that tree with my sprites...
still it doesn't work...
is there a particular thing that needs to be checked in amber when importing the sprites or a particular indexed order that has to be followed when doing the sprites?
it's kind of weird...
thanks for the patience...!!!
hehe
carlinho
I think 256x256 bitmaps only apply to models guys. I know as a fact that the airstrike balloon used in The Great War, and also in RotD, is something like 350x450, and it works fine on both platforms. I think Ghost's see-through trees in Scourge of Belial are also larger....
I don't know the solution, but i'd seek out ooga if you can. GL
I don't know the solution, but i'd seek out ooga if you can. GL
I have no idea what I changed (I guess I imported the sprites without checking the box: use indexed color & crop
and it worked...
thanks a lot everybody!!!!!!!!!!
they don't look exactly like olive trees though, but pretty similar to them
check them out (it's the thermopylae pass map)
http://build.tripod.lycos.com/imageli....th=http
http://build.tripod.lycos.com/imageli....th=http
and it worked...
thanks a lot everybody!!!!!!!!!!
they don't look exactly like olive trees though, but pretty similar to them
check them out (it's the thermopylae pass map)
http://build.tripod.lycos.com/imageli....th=http
http://build.tripod.lycos.com/imageli....th=http
- William Wallet
- Posts: 1494
- Joined: Tue Mar 30, 2004 9:40 am
- Location: Perth Australia
- Contact:
thanks william!!!!!
I just discovered something that changed the whole plugin!!!!
I was about to drop it, when I discovered this stupid thing:
I want to share it just in case you guys are thinking on doing something that this could be useful to:
How to make pitched battles fun:
1) it was a mess of sprites against sprites and all you had to do was let your units against the enemy and watch the result.
2)it was impossible to hold the units tight as they would attack without further order
so:
1)I changed the formation spaces: check out this phalanx:
http://carlinho7.tripod.com/imageli....th=http
2)changed in the monster tag the "spaces" activation distance to 2.
basically that makes the unit start attacking when the enemy is just in his attack distance(in this case the hoplites spear)
so units don't break formations, they keep in formations until the enemy is in reach and then they struck.
you won't believe how much fun it is, and also how much better they fight, as they don't loose time walking around, they just hit and hit and hit.
check this images:
http://carlinho7.tripod.com/imageli....th=http
hoplites only attack enemy within range.
also this sequence:
1) they wait:
http://carlinho7.tripod.com/imageli....th=http
2)they attack:
http://carlinho7.tripod.com/imageli....th=http
sorry if I bug too much...hehehe
it's just I'm so exited about this dumb discovery that changed the whole thing!
I just discovered something that changed the whole plugin!!!!
I was about to drop it, when I discovered this stupid thing:
I want to share it just in case you guys are thinking on doing something that this could be useful to:
How to make pitched battles fun:
1) it was a mess of sprites against sprites and all you had to do was let your units against the enemy and watch the result.
2)it was impossible to hold the units tight as they would attack without further order
so:
1)I changed the formation spaces: check out this phalanx:
http://carlinho7.tripod.com/imageli....th=http
2)changed in the monster tag the "spaces" activation distance to 2.
basically that makes the unit start attacking when the enemy is just in his attack distance(in this case the hoplites spear)
so units don't break formations, they keep in formations until the enemy is in reach and then they struck.
you won't believe how much fun it is, and also how much better they fight, as they don't loose time walking around, they just hit and hit and hit.
check this images:
http://carlinho7.tripod.com/imageli....th=http
hoplites only attack enemy within range.
also this sequence:
1) they wait:
http://carlinho7.tripod.com/imageli....th=http
2)they attack:
http://carlinho7.tripod.com/imageli....th=http
sorry if I bug too much...hehehe
it's just I'm so exited about this dumb discovery that changed the whole thing!
- William Wallet
- Posts: 1494
- Joined: Tue Mar 30, 2004 9:40 am
- Location: Perth Australia
- Contact: