ravenshining wrote:I can't open that file, since it zipped and all it's data in the resource fork.
ghs@azurewrath ~/Downloads $ unzip -l M1_Shapes.shpA.zip
Archive: M1_Shapes.shpA.zip
Length Date Time Name
--------- ---------- ----- ----
5941902 2015-12-06 15:51 M1_Shapes.shpA
0 2017-11-09 21:28 __MACOSX/
422 2015-12-06 15:51 __MACOSX/._M1_Shapes.shpA
--------- -------
5942324 3 files
General Tacticus wrote:I can't remember who made it, but I use the following file as a guide for replacing bitmaps and to make shape patches. It is basically the m1 shapes directly translated into an m2 file.
treellama wrote:This one is all data fork:
Flippant Sol wrote:The directory of this file is very interesting, the monster types don't match up with the defaults in ShapeFusion.
General Tacticus wrote:If you are inserting png files into the .shpA file via shapefusion, then you will just need to use a blue background. If you are just modifying the shape file, then no patching should be needed.
If you are using mml to replace shapes, you need to use a transparent background.
Shape patches are necessary if you want your new mml defined shapes to have different x/y offsets or aspect ratios from the ones defined in the current shpA file.
treellama wrote:Blue outlines: http://vterrain.org/Plants/Alpha/
Aorta has some code to deal with this when generating mipmaps, which you could add to your XBR scaler.
I actually added a hq3x scaler to Aleph One at one point, but didn't care at all for the results so I never committed it. I don't really think the XBR ones are better than the originals either ::shrug::
treellama wrote:Screenshot of blue in game? Does it only happen with mipmapped sprites? How did you configure Aortas mipmap export settings?
convert S3se7eH.png -alpha off alpha_off.png
treellama wrote:No, use the algorithm, then convert to DDS. Don’t use PNG in Aleph One, DDS loads faster
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