How to make new belt graphics
Posted: Mon Mar 05, 2018 5:02 pm
The result for attract your attention.
Here is a little program for it: viewtopic.php?f=34&t=5336&start=20#p335708
You can make whole spritesheet with only on command:
The vertical spitesheet is ready!
Now we are need to make horizontal spritesheet.
Just rotate all sprites to 90 degrees and make new spritesheet.
But curved belts are need be three times rotated and one time mirrored (why?).
So, from this asset we are get sprites for rotation_d. But our sprites must be: So, as you can see, after first 90 degree rotation we are get rotation_c
Now we are rotate two times at 90 degree (ore one time at 180) and we are get rotation_a
And then we are need mirror all sprites and rotate them again and we are get rotation_b
See mod: https://mods.factorio.com/mod/df_belt_graphics
1. Making with blender some sprites. As example, here is two files for straight and curved belts:
2. Making spritesheet. You must make two spitesheets for straight belts and four for curved belts.Here is a little program for it: viewtopic.php?f=34&t=5336&start=20#p335708
You can make whole spritesheet with only on command:
Code: Select all
magick montage "Input/*.png" -geometry +0+0 -tile 32x32 -background rgba(0,0,0,0) -quality 100% "spritesheet_32x32.png"
Just rotate all sprites to 90 degrees and make new spritesheet.
But curved belts are need be three times rotated and one time mirrored (why?).
So, from this asset we are get sprites for rotation_d. But our sprites must be: So, as you can see, after first 90 degree rotation we are get rotation_c
Now we are rotate two times at 90 degree (ore one time at 180) and we are get rotation_a
And then we are need mirror all sprites and rotate them again and we are get rotation_b
See mod: https://mods.factorio.com/mod/df_belt_graphics