How do I use app().frame() for custom spritesheets?
I've already processed custom spritesheets via LightmapBakery. Now, I'm trying to use these variants:
1) app(Appearance.FFUAOWSTRCTURES, 0, 1, 1, 1)
2) app(Appearance.FFUAOWSTRCTURES, 0, 1, 1, 1).frame(0, 1, 1, 1)
Where FFUAOWSTRCTURES is already defined via "public static final int FFUAOWSTRCTURES = 5" and both pictures already added to the arrays "SPRITESHEETS" and "BUMPS" to be 5th.
Yet, I get something that belongs to default spritesheet.png - what am I doing wrong?
Yeah, Appearance objects are assumed to use the default spritesheet. :) Also note that some of the rendering happens using shaders, which overrides the source image information in the Img objects.
Well, I took care of it. I've completely integrated usage of the new spritesheets, including using damaged variants of them via Appearance.spritesheet++ (and positioning damaged variant spritesheet right after default one) - shaders (lockShader and lockBevelledShader) also load custom spritesheets. Just like everything else to make modmaker comfortable using separate spritesheets.
It was hard, fun and interesting to add this functionality: some methods became non-static, some methods now receive additional values & etc. As much as hard, fun and interesting when I were integrating embrasures to use weapons inside the ship.
Well, probably my next most challenging implementation will addition of the Guided Projectiles (yep, missiles) and Persistent Beams (IMA FIRIN' MAH LAZER!).
Lieutenant, Engineering Corps
How do I use app().frame() for custom spritesheets?
I've already processed custom spritesheets via LightmapBakery. Now, I'm trying to use these variants: 1) app(Appearance.FFUAOWSTRCTURES, 0, 1, 1, 1) 2) app(Appearance.FFUAOWSTRCTURES, 0, 1, 1, 1).frame(0, 1, 1, 1) Where FFUAOWSTRCTURES is already defined via "public static final int FFUAOWSTRCTURES = 5" and both pictures already added to the arrays "SPRITESHEETS" and "BUMPS" to be 5th.
Yet, I get something that belongs to default spritesheet.png - what am I doing wrong?
Lieutenant, Engineering Corps
As it seems it wasn't implemented. Well, I've implemented it by myself :D
Maybe it's not as beautiful and optimized as you could've done Zarkonnen... But hey, it works :)
Aerial Emperor
Yeah, Appearance objects are assumed to use the default spritesheet. :) Also note that some of the rendering happens using shaders, which overrides the source image information in the Img objects.
Lieutenant, Engineering Corps
Well, I took care of it. I've completely integrated usage of the new spritesheets, including using damaged variants of them via Appearance.spritesheet++ (and positioning damaged variant spritesheet right after default one) - shaders (lockShader and lockBevelledShader) also load custom spritesheets. Just like everything else to make modmaker comfortable using separate spritesheets.
It was hard, fun and interesting to add this functionality: some methods became non-static, some methods now receive additional values & etc. As much as hard, fun and interesting when I were integrating embrasures to use weapons inside the ship.
Well, probably my next most challenging implementation will addition of the Guided Projectiles (yep, missiles) and Persistent Beams (IMA FIRIN' MAH LAZER!).