How do you replace sprites with ones of higher resolution?
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How do you replace sprites with ones of higher resolution?
For example: if i were to try and replace the spritesheet for the logistics robot with a completely different one that was double the resolution, how would I go about doing that?
Re: How do you replace sprites with ones of higher resolution?
the Waitex mod has the best example of how to override sprites, and would be a good place to start. Its a mod that adds hd textures to all the vaniila items/ entities in game.
- Arch666Angel
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Re: How do you replace sprites with ones of higher resolution?
Crude method would be something like that:
You need to figure out what scale factor you need if you use higher res sprites.
Code: Select all
data.raw["entity"]["entityname"].animation={
filename = "__yourmod__/graphics/entity/entity/new-sprite.png",
priority = "extra-high",
width = 256,
height = 256,
scale = 0.5,
frame_count = 1,
},
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II. Development and Discussion
III. Bugs & FAQ

"should be fixed"
Re: How do you replace sprites with ones of higher resolution?
Yep using scale on the sprite definition is the best way,
At scale = 1 (aka default if you dont define it) than each pixel is a single pixel at zoom level 1 (press f9)
At scale 0.5, its essentially double the resolution
At scale = 1 (aka default if you dont define it) than each pixel is a single pixel at zoom level 1 (press f9)
At scale 0.5, its essentially double the resolution
Re: How do you replace sprites with ones of higher resolution?
Could you investigate if it's possible that scale is used on one axis not on the other?Klonan wrote:Yep using scale on the sprite definition is the best way,
At scale = 1 (aka default if you dont define it) than each pixel is a single pixel at zoom level 1 (press f9)
At scale 0.5, its essentially double the resolution
I tried to fix inserters in WaiTex at some point and it seemed that scaling was off on arm of inserter. It looked to stretched in one axis or disconnected on other depending on scale factor used.