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I'm trying to make a plug that makes a few new systems and ships and stuff, but when I drop it into the plug-ins folder and start up evo, a message pops up saying there was a problem loading override, probably due to there not being enough memory, and I should inrease the memory and try again. I increased the memory to 100 megs and it still popped up. Any idea what's wrong?
It's most probably a sprite problem - check all the sprite sizes and that the spin corresponds to it correctly. Also, make sure that the IDs pointed to are correct and exist. There is a utility to check for this in the EVO files section.
The x size and y size are the sizes of the individual sprite, not the whole image.
------------------ --sitharus (url="http://"http://www.evp.f2s.com/chelp/")Carrcho Help(/url) (url="http://"mailto:sitharus@ureach.com")mailto:sitharus@ureach.com(/url)sitharus@ureach.com
Also, make sure that your ship graphics are in 8-bit color using the system palette (Photoshop or GraphicConverter can do this quite easily) and that your ship masks are 1-bit (black and white) only. Anything else will use up much more memory, and not give any visual improvement.
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Is there a size limit for sprites? I'm trying to use some sprites I got off meowx' downloads page. Oh, and I'm using EV-Edit, the Docks, and Shipwrite to make this. I can't figure out res-edit.
There is a size limit of about 16 megs per plugin file.
Sorry. I meant like X number of pixels by X number of pixels. The ship graphics I'm using are 152 x 132. Could that have something to do with the problem?
Don't use EV-Edit, it'll only cause you problems. Trust me, I know what I'm talking about. Try running Plug Checker over your plug and see what it says, it is an amazing program that is a must for all developers. You can get Plug Checker (url="http://"http://www.ixoft.com/dyna.html")here(/url).
------------------ Phoenix (url="http://"http://commonwealth.cjb.net")EVO : Nemesis(/url)
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Originally posted by Nebbish: Sorry. I meant like X number of pixels by X number of pixels. The ship graphics I'm using are 152 x 132. Could that have something to do with the problem?
holy schnikes! i think that may be your problem. i'm not positive on the maximum size, but i think its either 128x128 or 96x96. i once tried to scale all the ev graphics so that people could get a feel for the relative sizes of the ships (it would've kinda sucked had it worked- mantas and such were just specks while cruisers took up half the screen) and had similar problems. also, as a side thought, sprites have to have sizes which are multiples of 8, so 132's a no-go (though it's easy enough to add black to make it 136 if that's small enough)
------------------ if tin whistles are made of tin, what's a fog horn made of?
Originally posted by Nebbish: Is there a size limit for sprites?
The size of the full image (not the individual sprites) must not be more than 640x480 iirc. Therefore each individual sprite may not be more than 106x80. I think.
What about that guy with the really big planet? What was it... 3000 by something? That might be the maximum, but maybe ship spins are handled differently. Matt?
Is there a way for me to shrink the sprites to an acceptable size without significantly reducing the quality or deforming them?
I don't believe that ther is a limit, as long as it is a mulitple of 8 and one individual sprite doesn't cover the whole screen. Just make sure that it is a mulitple of 8 and try again.
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Wake up, Neo
Originally posted by blackhole: **The size of the full image (not the individual sprites) must not be more than 640x480 iirc. Therefore each individual sprite may not be more than 106x80. I think. **
that's it. the whole thing needs to fit in a 640x480 virtual screen. i'd suggest using something like graphic converter to scale it down (<= 60% in each direction), though i've only ever used it to scale things down from 32x32 so i don't know how well it preserves quality. side thought- i doubt planets can be larger than 640x480 either. planets use the same kind of spďn as everything else, so it'd be awkward to change the handling of planet sprites while staying within the same framework as the rest