Portrait wonkiness from trying to use assets from another mo

For any gfx related subject (flags, portraits, icons, interface...)

Portrait wonkiness from trying to use assets from another mo

PostPosted by Widowmaker94 » Sat Nov 12, 2016 22:09

Made a custom dynasty for AGoT that uses assets from the Middle-earth Project mod. However... What the fuck is up with the eye shadowy things being to the right of the portraits? It doesn't look right at all.
Image

Can anyone help me figure this out? The mod works pretty much perfectly aside from this.
User avatar
Widowmaker94
 
Posts: 400
Joined: Mon Nov 30, 2015 18:57

Re: Portrait wonkiness from trying to use assets from anothe

PostPosted by LancelotLoire » Wed Nov 16, 2016 11:03

Aghhhhhhhhhh my eyes! Jesus! Welp I think my secondary monitor had some color aspect of it die while I was at work. Cause that is some insane brightness.

Anyways, you have some errors in your interface file.
Spoiler: show
Code: Select all
   spriteType = {
      name = "GFX_character_blinded_eyes"
      #Also contains eyepatches!
      texturefile = "gfx\\characters\\shared\\blinded_eyes.dds"
      noOfFrames = 6
      norefcount = yes
      can_be_lowres = yes
   }

mod/A Game of Thrones/interface/portraits/portrait_sprites.gfx
User avatar
LancelotLoire
 
Posts: 2708
Joined: Sat Mar 30, 2013 16:32

Re: Portrait wonkiness from trying to use assets from anothe

PostPosted by Widowmaker94 » Thu Nov 17, 2016 17:55

LancelotLoire wrote:Aghhhhhhhhhh my eyes! Jesus! Welp I think my secondary monitor had some color aspect of it die while I was at work. Cause that is some insane brightness.

Anyways, you have some errors in your interface file.
Spoiler: show
Code: Select all
   spriteType = {
      name = "GFX_character_blinded_eyes"
      #Also contains eyepatches!
      texturefile = "gfx\\characters\\shared\\blinded_eyes.dds"
      noOfFrames = 6
      norefcount = yes
      can_be_lowres = yes
   }

mod/A Game of Thrones/interface/portraits/portrait_sprites.gfx

I know it's bright. I'm just too lazy to change the brightness.

THANK YOU. So, is that what I should change or what's already there?
User avatar
Widowmaker94
 
Posts: 400
Joined: Mon Nov 30, 2015 18:57

Re: Portrait wonkiness from trying to use assets from anothe

PostPosted by LancelotLoire » Thu Nov 17, 2016 23:45

That stuff is what you should be looking for to change. Find that sprite, and then check the noOfFrames = line for it. If it doesn't match that code selection, change it to match it. If it does match it then you brought over a new blinded_eyes file that is overwriting the old one. :p
User avatar
LancelotLoire
 
Posts: 2708
Joined: Sat Mar 30, 2013 16:32

Re: Portrait wonkiness from trying to use assets from anothe

PostPosted by armychowmein » Sun Jan 29, 2017 17:41

A quick aesthetic fix is to remove the character_blinded.dds file from mod/AGOT/gfx/characters/shared. However, this will result in reverting back to the vanilla eye bandages and blacked out eyes for "one-eyed" and "blinded", respectively.

I'm not sure how the portrait files from MEP are overwriting the portrait shading offsets for the character_blinded.dds file though. someone smarter than myself can try and figure that out.
armychowmein
 
Posts: 80
Joined: Mon Apr 04, 2016 06:34


Return to Graphics and Art

Who is online

Users browsing this forum: No registered users and 0 guests