Truly_happy Posted February 28, 2016 Author Posted February 28, 2016 Whew! Okay, I fixed my rotations and cleaned up my graphics but this "floating" problem I cannot fix. Yes, I have used Zoot's positioning feature. It all looks perfect in Zoot but not in-game. The images are 64 by 32. Could that be a problem?
(Admin)Cricket Posted February 28, 2016 Posted February 28, 2016 That "floating" problem means you need to revisit your rotations :) What footprint are you using for your images? That could be part of your problem too.
Fern Posted February 28, 2016 Posted February 28, 2016 More likely you have the footprints wrong in the ucs or ai file. While you can adjust the footprint in Zoot so as to do the rotations correctly, that does not change the footprint settings in the ucs or ai. That has to be done manually using notepad. Zoot only changes the "object" folder contents (graphics), not the "scenery/other" contents (usc/ai). What file did you use as a base when using Ape to load the graphics originally?
Truly_happy Posted February 28, 2016 Author Posted February 28, 2016 I'm using 2 by 2. ... But is says 1 by 1 in Zoot. :whoa: Putting it to 2 byt 2 makes it look exactly the same as it looks in-game. Thanks, ladies! That fixed it. :cheerleader2:
jbl89 Posted February 28, 2016 Posted February 28, 2016 Just to clarify: the 1 x 1 is the footprint of a lamp.If you check your object's config, you'll see that the X/Y-footprint of your example would both be 2 x 2 (or at least, they should be).
Truly_happy Posted February 28, 2016 Author Posted February 28, 2016 Yes, I did know that 2x2 is the fp for a full tile. I don't know why I thought it would be different in Zoot. (Shakes head.) I set Zoot to 2x2 and was able to adjust from there. Now my image sits perfectlt on a full tile. Also, I see what Ferm meant: it might look pretty but it is rather large. Would setting the footprint to a half tile be safe? I suppose it would give it the illusion of guests walking over it, at least half-way.
Fern Posted February 29, 2016 Posted February 29, 2016 No that would not work and nor would guests walk over half of it. It would look better if it was half a tile in size. Be aware that when doing 1/2 and 1/4 tile rotations in Zoot you still want it set to 2x2 in zoot. I think that is explained in the instructions. If you need to know how to place them correctly have a look at the half tile flowerbeds which are in global ztd
(Admin)Savannahjan Posted February 29, 2016 Posted February 29, 2016 I'm so happy to see you getting into designing, Truly Happy. It's exciting when you get your items in the game and they look good and actually work. I'm so looking forward to seeing and using your creations.
Truly_happy Posted February 29, 2016 Author Posted February 29, 2016 Okay, Fern; thanks. And thank you, too, Jan.
Truly_happy Posted March 3, 2016 Author Posted March 3, 2016 Working on some entry ways for the configured doors. Thought my progress might be interesting to record. Botton-left archway is my final version. :laugh: And now to study for mid-terms ... PS: I used Real World Paint for the special effects and resized the images in Irfan View. Project began and ended in good old Microsoft Paint.
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