Added an option to make the buildings semi-transparent instead of cropping them outright.#3
Added an option to make the buildings semi-transparent instead of cropping them outright.#3Maoman1101 wants to merge 5 commits intoAtria1234:masterfrom
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Oh I just noticed I forgot a dash on line 5 in the changelog, so don't forget to fix that before uploading. |
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Thanks for this. When I first worked on this mod, it was meant to have transparent overhangs. Problem with modifying just the code of Also I will not merge this in the current state of delete 800 lines, create 800 lines. What line endings are you use? |
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I'm just editing the text in Notepad++ and saving over the file, then uploading it to my fork. It says 800 lines but really only about a dozen were added to that function I haven't seen any buildings get cropped off yet but I'm only about 50 hours into pyanodons so barely even started really. I did notice that for one block, the animated bits were still opaque but the rest that was static remained transluscent--is that what you're referring to? |
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I also don't see why it would show up like this, but I can see the correct diff on my local machine. Looking at the code you are not splitting the sprite in two, you are setting transparency of entire sprite. It might work for you because your sprites are barely transparent, so you don't notice it, but if someone would set the transparency of overhang to 95%, the entire building would disapear. That is the main problem. Proper overhang transparency means you have to split every sprite which has overhang into two sprites. Some of them are easy to do, but some of them are real pain in the ass. If it remember correctly the |
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I tried splitting the sprites like you're suggesting but decided against it after fighting with it for a while. I figured having the entire building transparent was better than having the tops chopped off and rolled with it. It is optional after all. Also the vast majority of people just stick with the default values in any given mod and the default of 80% visible works great, I've been playing with it for hours. I wouldn't worry about people setting the transparency too high. All that'd happen is they'd realize their mistake and go back and lower the value a little more. If you're seriously concerned about it, just limit the minimum value to 10 or something. |
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I'm not sure I want to introduce whole sprite transparency to this mod as it fundamentally differs from what the mod is about. If only the overhang would be transparent, I'd definitely include it, but as it is right now I'll have to think about it. It might be better to just have a separate mod. It could also be more simple since it wouldn't have to handle sprite replacements when there is an overhang. |
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I could do that too, sure. Just thought I'd offer it here first. |
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Thanks, I might have another look at making just the overhang transparent, but I fear it will just give me PTSD. If you want to share your modification of my mod, feel free to publish it as a separate mod. |

Hello! As the title says; it's an optional setting and has a customizeable strength. I also updated the changelog and info.json for you so all you should have to do is accept the pull request and it'll be ready for upload to the mod portal. I've tested it in game and it still works both ways.
The "show diff" section below just highlighted the entire file for some reason, so
process_sprite_parametersin processing.lua is the key function, at line 43. That's the only "real" code I changed. Everything else is just adding settings and editing json and stuff.