[solved] (graphics) What am I doing wrong?
Posted: Thu Jan 02, 2020 1:16 am
I'm trying to make graphics for my mod. I have 0 artistic or 3D modeling skill. The .blend file attached to this post (
The short version is, in Blender, I created the reactor layout such that the perimeter fence is 20m x 40m. I then defined the entity within the mod as being 40x80 in-game grid units (so, 40x80m). This is mostly because i was dumb and forgot that -20 to +20 is 40 units, not 20. But, whatever, it's still *technically* too small for the power output, but given that the power density of solar is ~36x higher than it should be, if my nuclear setup is 1.5x more dense than it should be I'm really not going be upset.
My issue comes when I use the .pngs I export via rendering from Blender in Factorio. Even once I use shifts and the scale paramter the artwork doesn't fit in the entity box in game. It's too narrow. I don't understand why. I've tried fiddling with various parameters and I can't make it work. There is something fundamental I am not understanding between how Blender is rendering the image and how Factorio is displaying it. Can anyone educate me? What am I missing? Ideally, I'd want to be able to export from Blender, crop, and use the art asset directly in game with as little tweaking as possible. I really don't want to spend hours and hours figuring out shifts (I know cGFXShift exists, it doesn't work with images this large), scaling numbers, and everything else. This just kills me. What am I missing? There has to be a better way, with less tweaking, and more accuracy, to do this.
edit: If you want the entire mod, it's still a work in progress, but all the files/art are here: https://github.com/Kingdud/Factorio-Mod ... ance_1.0.0
) is the culmination of around 10 hours of fiddling between blender, Gimp, and Factorio to try and get the entity to render correctly.The short version is, in Blender, I created the reactor layout such that the perimeter fence is 20m x 40m. I then defined the entity within the mod as being 40x80 in-game grid units (so, 40x80m). This is mostly because i was dumb and forgot that -20 to +20 is 40 units, not 20. But, whatever, it's still *technically* too small for the power output, but given that the power density of solar is ~36x higher than it should be, if my nuclear setup is 1.5x more dense than it should be I'm really not going be upset.
My issue comes when I use the .pngs I export via rendering from Blender in Factorio. Even once I use shifts and the scale paramter the artwork doesn't fit in the entity box in game. It's too narrow. I don't understand why. I've tried fiddling with various parameters and I can't make it work. There is something fundamental I am not understanding between how Blender is rendering the image and how Factorio is displaying it. Can anyone educate me? What am I missing? Ideally, I'd want to be able to export from Blender, crop, and use the art asset directly in game with as little tweaking as possible. I really don't want to spend hours and hours figuring out shifts (I know cGFXShift exists, it doesn't work with images this large), scaling numbers, and everything else. This just kills me. What am I missing? There has to be a better way, with less tweaking, and more accuracy, to do this.
edit: If you want the entire mod, it's still a work in progress, but all the files/art are here: https://github.com/Kingdud/Factorio-Mod ... ance_1.0.0