downsized skins problem
downsized skins problem
i currently have a problem where my skins that never had this problem before get downsized. any way to fix this at all? 
in game name: cyber man
hell never wins
hell never wins
RE: downsized skins problem
Is the overall canvas size of the image less than 128x128? (Or whatever the limit is.)
If you have a huge sprite that's full of nothing but translucent pixels then you need to trim all that excess off.
If you have a huge sprite that's full of nothing but translucent pixels then you need to trim all that excess off.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

RE: downsized skins problem
i guess i better re-edit the skins with the problem. (i have a plan for that atleast)
Last edited by cyberman on Tue Jul 21, 2015 8:24 pm, edited 1 time in total.
in game name: cyber man
hell never wins
hell never wins
RE: downsized skins problem
I dont think the limit works like that. Look at this spoiler, it contains a snippet of a hosting log of and AOW2 server:
As any AOW2 player knows, mechs have become significantly smaller than they used to be with one of the Z& updates. (I think it was 2.1, but I am not quite sure)
The most strange thing is that the Zdoom wiki page on SKININFO and S_SKIN provides no information about this, it actually doesn't mention any limits of any kind at all.
So the question is wether or not it is intentional that the engine automatically scales skins like this, or if there is some kind of bug...
Note: The sizes in the log are the size of the sprites after the engine has already scaled them by the amount that the SKININFO lump specifies.
Spoiler: log snippet (Open)
As any AOW2 player knows, mechs have become significantly smaller than they used to be with one of the Z& updates. (I think it was 2.1, but I am not quite sure)
The most strange thing is that the Zdoom wiki page on SKININFO and S_SKIN provides no information about this, it actually doesn't mention any limits of any kind at all.
So the question is wether or not it is intentional that the engine automatically scales skins like this, or if there is some kind of bug...
Note: The sizes in the log are the size of the sprites after the engine has already scaled them by the amount that the SKININFO lump specifies.
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there
RE: downsized skins problem
It's to prevent an old exploit where you could have a WAD in your Skins folder that would replace the player sprites with huge green squares, giving you the advantage of seeing where your opponent is through walls or in places where they should normally be hidden from your view.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

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Hornetzero
- Posts: 46
- Joined: Sun Oct 26, 2014 5:28 pm
RE: downsized skins problem
But what if the player is meant to be tall. I'm making a Godzilla game in which the player is suppose to fight other large characters. How do I change the limit?
- Torr Samaho
- Lead Developer
- Posts: 1543
- Joined: Fri May 25, 2012 6:03 pm
- Location: Germany
RE: downsized skins problem
The code checks width and height of the corresponding player class, so a huge player class is allowed to have huge sprites. If the automatic skin resizing is not flexible enough for you, you can adjust the limits with the player pawn property Player.MaxSkinSizeFactor.
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Hornetzero
- Posts: 46
- Joined: Sun Oct 26, 2014 5:28 pm
RE: downsized skins problem
Torr, how do we use this function (Player.MaxSkinSizeFactor)? There is no information about it on Zandronum wiki. I tried entering 112 on it(the max px height of the player), but it gave this:
SC_GetFloat: Bad numeric constant "health".
health is the property below it, which means that this function has different input value types.
SC_GetFloat: Bad numeric constant "health".
health is the property below it, which means that this function has different input value types.
- Torr Samaho
- Lead Developer
- Posts: 1543
- Joined: Fri May 25, 2012 6:03 pm
- Location: Germany
RE: downsized skins problem
You can see how it is used in actors/shared/player.txt in zandronum.pk3. Here is the corresponding line:Hornetzero wrote: Torr, how do we use this function (Player.MaxSkinSizeFactor)?
Code: Select all
Player.MaxSkinSizeFactor 3.44, 1.68 // [TP]
