This is really just a simple question, but one that's dogged me to no end.
It's best that I preface the problem with the statement that I'm bad with math. With that out of the way, suffice it to say I am attempting to assign proper compression values for sprites that I've rendered for my plug-in, and no matter my best efforts, I always seem to be just a few pixels off. No worry, I think, so I change the values by a few pixels here and there. Sadly, the visual effect that occurs is the direct opposite of "desirable".
So, I came to the realization that there is probably some simple math that somebody creating ships has already figured out and that I have not. I'm almost sure that the compression values are pretty much the same assuming that every ship has been rendered from exactly the same overhead angle.
If my ships have been rendered from a 60° angle over the ship (90 being top-down), what compression values should mathematically create the most accurate gun positions? I can always fix x, y, and z by sight alone, but the math behind the compression is driving me to madness.