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Spacing Non-square Sprites

#1 User is offline   LoneIgadzra 

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Posted 11 May 2001 - 09:35 PM

I have a problem with certain EV plug-in sprites that have been rendered wider than they are tall (or taller than they are wide). I can't find a convenient way to space the rows out vertically (or horizontally) to make Ares able to use the sprite. Does anyone know of a practical way to do this that does not involve attempting to eyeball the sprite rows? I am not intimidated by using Photoshop (if that is necessary)...

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[This message has been edited by LoneIgadzra (edited 05-11-2001).]

#2 User is offline   Fleet Admiral Darkk 

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Posted 12 May 2001 - 12:23 AM

Mmm...
The only answer I can think of that ISN'T tedious would be "Use Graphicconverter to stretch the sucker until it's the correct height/width!"
I'm pretty sure that's not the effect you're looking for.
My only answer would be to use Graphicconverter's copy-paste tools after zooming the pictures until you can see individual pixels. This might work, but 2D editing really isn't my thing.

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#3 User is offline   Sundered Angel 

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Posted 12 May 2001 - 06:52 AM

I've dealt with this problem before, using Photoshop.[list=1]
[*]Take the width. Increase the canvas height to equal it. (ie, make it square)
[*]Find out how much free space you've got at the bottom.
[*]Divide this by 12.
[*]At the top of the picture, add this amount of space.
[*]In between each row of pictures, add twice this amount of space (be careful that your rows are all equal, or this will end up looking ugly).
[*]You should end up with the same amount of space at the top and the bottom.
[*]Fill in the background in vivid green or whatever, as per the normal with Ares sprites.
[/list=a]

Hopefully that wasn't too confusing. It worked for me.

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[This message has been edited by Sundered Angel (edited 05-12-2001).]
Sundered Angel,
The One and Only

Ares Webboard Moderator, and all-around Nice Guy

#4 User is offline   LoneIgadzra 

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Posted 12 May 2001 - 05:44 PM

Thanks, what I was hoping to avoid was counting pixels as I dragged rows around, but I never thought of applying some math to make that method workable. Doh!

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