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Missing wall sprites superissue #92
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I saw a few of these recently, just needs to get PR'd? |
#163 covered some, still missing some lads though. Also need to get the hilbert's door right |
LemonInTheDark
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Feb 16, 2024
I'm trying to clear away the shit that's more confusingly wrong so I can get people who aren't me using the cutter test map to diagnose issues. I also expanded it a tad, started adding "cutouts" to the top left so I can have easy things to throw people at. Existing shit Updates the old shuttle to not be offset (doors still broken tho) Updates all our wall sprites to only use 32px for the vertical + some tweaks The slice of vertical that each "tile" displays is 32 pixels tall, rather then 48. That's cause if it was 48 we'd end up displaying over ourselves, and that breaks both tiling and splitvis So I went through and cut out the bottoms off all our vertical edges While I was here I touched up the thickness on plastitanium walls, the spacing of bars on iron walls, and the detailing on rock2 and icerock walls to match the 0 state touches up rock walls, their edges were too high and also not being fully cut properly Handles part of #92 I made a sprite for iced metal walls Paper walls (for the ruin) And snow mountain walls (the vast majority of icebox, still not sure how I feel about it) We are still missing walls/wall-likes, this isn't everything. Timegreen's new mountain "zeldalikes" need to be added, alongside a bunch of stuff for aliens and blobs.
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We are missing a few wall sprites. This is an incomplete list
Timegreen's "zeldalike" icebox ridge walls, used to show unclimbable cliffs.
The "reinforced rock" walls (red rock walls with metal struts that need to be welded off. See tgstation#59834There's some things in game that aren't walls, but need to be made 3/4ths and should prob smooth. Grilles, blobs, aliens, etc.
Here's what we have missing of those
All the different alien sprites
We need to work out blob handling, right now they're just single sprites but that prob won't work for us, I am a tad unsure.handled by #235Of note, we should handle variations by making overlays. We can't do that for everything since they have different densities of webbing, but we really don't need one for each state in the photo here
If you have any questions about how the input files work for this please just ask, I intend to write something up about it I just haven't yet.
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