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FPSC Classic Models and Media / Are the sprites in sprite pack 1 seamless?

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incense
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Posted: 4th Feb 2009 18:06
I just want to know if the sprites are seamless. If they aren't they can look really bad. If they are then I don't have to make my own.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
Cyborg ART
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Posted: 4th Feb 2009 18:52
What do you mean by seamless?
The animations run seamlessly, if thats what you mean.

incense
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Posted: 4th Feb 2009 18:58
When laid down in tile fashion the edges cannot be seen. I am sorry I should ave specified. I thought that there was only one meaning for seamless when it came to graphics. My bad.

If the water were laid out to look like a rippling pond would it look like a rippling pond?

Can someone please show a screenie of the water texture in action?

Thanks!

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
Flatlander
FPSC Tool Maker
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Posted: 4th Feb 2009 18:59
Yes. You need to toggle the "B" key twice to place (lock in) the sprites to each grid. This will make a perfect placement of the sprite when you want to create a large area of the animated sprite. Well as perfect as it is going to get. I like the sprite package and as BVG said the animations are seamless as well.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 4th Feb 2009 19:12
Here's a screen shot. It is the flowing water sprite with a solid black segment underneath it. It is 5 grids (segments) across and 3 deep. Looks pretty seamless to me. Obviously, a color that would match water would be better for the segments underneath.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
incense
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Posted: 4th Feb 2009 19:13 Edited at: 4th Feb 2009 19:21
When you say "Well as perfect as it is going to get" what exactly do you mean?

Thanks for the screenie. Although the water sprites seem to be seriously over lapped.

I am just going to make the purchase and if it is a bad move then I won't make the same mistake twice. If it is a good move then I will be happy as a lark (whatever that means. LOL!!!).

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
Flatlander
FPSC Tool Maker
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Posted: 4th Feb 2009 20:39
Hmmm? I don't see the overlapping. Especially in-game. The screenie doesn't do it justice.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
xplosys
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Playing: FPSC Multiplayer Games
Posted: 4th Feb 2009 21:03 Edited at: 4th Feb 2009 21:06
The sprites are seamless. Are they absolutely perfect? I don't know but I've never noticed any issues.

As for making a "rippling pond" that's going to take some work. The water is directional and does sway to and fro, but will not make omni-directional ripples of course.

Best.

EDIT: I've attached a shot of the water sprite from "Below".

incense
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Posted: 4th Feb 2009 21:34
To bad we can't add a reflective quality to it. That would totally rock.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
Nickydude
Retired Moderator
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Posted: 4th Feb 2009 21:39 Edited at: 4th Feb 2009 21:39
One thing I would advise if you buy the pack (which I urge you to do ) is lay two water tiles down, right click on one of them and change the StartAI from repeat sound to Appear.fpi and then use that one when laying down multiple tiles, otherwise each tile will play the water sound and it will be overpowering.

incense
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Posted: 4th Feb 2009 21:40
Thanks for the tip Nickydude!

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.

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