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Fixed the equipment error, but the white square texture is still a thing.
By the way, I was using GIMP from the beginning.
Any other ideas, except for scorpiovaeden’s one?

white squares usually mean one of the following things:

1: Darkest Dungeon doesn’t like the way you have saved the files: AKA if you used Photoshop you might have noticed the way it compresses PNG files its absolutely horrendous (for this I use the program Color Quantizer that leaves even a combat sprite at 70kb)

2: You have breached the per-sppecified atlas files restrictions:
Atlas files are the bones behind the heroes and monster art files, they tell the game what goes where, XY determines the coordinates where the asset it’s located in the combat.sprite, and the size its the area the game calls, as an example:

crone.sprite.combat.png
size: 1015,289
format: RGBA8888
filter: Linear,Linear
repeat: none
bandana
rotate: true
xy: 698, 157
size: 130, 72
orig: 130, 72
offset: 0, 0
index: -1
belt
rotate: false
xy: 564, 22
size: 169, 66
orig: 169, 66
offset: 0, 0
index: -1
face
rotate: false
xy: 931, 185
size: 82, 102
orig: 82, 102
offset: 0, 0
index: -1

If you are really smart about it you can do a cool edits without breaking the limitations the game imposes, as a general rule, the bigger the thing you are editing, the more room you have to change around the general outlines, check Orkfæller work in the creation of the brigand giant as an example.

Base (Unclean Giant)

Post Edit (Brigand giant)

also, congrats on crashing the game
.on_hit true .on_true false
Herp-a-derp. Time for bed.


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