Notes |
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(0006554)
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AVS
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2016-08-13 13:41
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This need testing and profiling. At first glance there are problems both with mod and vcmi.
vcmi do not use GPU acceleration for now so it will lag with heavy graphics any way, but this mod has ridiculous graphics especially in town screen
1) (!)64bpp - I do not even a monitor to display such quality
2) (!!!) buildings have full-screen-size sprite with 90% transparent pixels.
However some graphics is being optimized, so we should wait until mod release. |
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(0006555)
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AVS
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2016-08-13 13:42
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resolving as suspended for now, feel free to reopen with new mod release |
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(0006556)
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AVS
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2016-08-13 13:52
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One more comment
Here is how
Content\config\NecroTown\structures.json"
look like now
---
"building0":{ "animation" : "NecroTown/town-screen/buildings/MG/MG1", "x" : 0, "y" : 0, "z" : 1,
---
all buildings have x,y = 0,0
when they will have something more optimal we should take a look once more.
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It's seems that Silaneo, author of this mod, has abandoned it (and HoMM scene as well) because he doesn't answer messages and mod is two years old. So I'll do my best to make mod more thinner (in september, when I have more spare time!). I know this mod is dark (and ugly) but maybe it will be tutorial for another modders how to make mod with better (32-bit) graphics.
And buildings with x,y = 0,0 coordinates are comfortable for modders - they must not seek blindly proper coordinates. Authors of Preserve/Asylum did that and their mods work smoothly :) |
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(0006558)
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AVS
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2016-08-13 16:51
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def files have margins so actual image can be not full-screen. |
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(0006559)
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AVS
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2016-08-13 17:00
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Anyway blitting with key colour is faster than with alpha channel. |
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