Drake7707 Posted May 27, 2006 Report Posted May 27, 2006 Which would you prefer ? The first option will copy regardless of there are not so many tile 0's, which leads to double walls. The second option checks the line to be copied from the source with the next line from the source, and compares the number of tile 0's on those lines. This will significantly decrease the amount of double walls, but introduces some holes in the walls (more like distortions) The third is actually the same as the second but also checks with the one next of the next one, which could remove double walls some more, but introduce a lot more gaps (don't mind the asteroids, it still doesn't keep that in mind) Edit: hm, seems like the gaps were made because of a bug, rather than with the prev<->next check.I'll edit the picture. Picture edited! And Apache, just see the picture, and pick the one you'd like best of the 3 resizes. I resized the original in 3 different ways explained above. Quote
a dead fish Posted May 28, 2006 Report Posted May 28, 2006 I think the prev<->next<->nextnext one looked like the one that would take the least editing afterwards... It really looked the cleanest to me. Any way you do it, it's gonna take some editing afterwards, it's a given. I am really anxious to see how it works downsizing... Lookin good! Quote
Drake7707 Posted May 28, 2006 Author Report Posted May 28, 2006 downsizing uses the exact opposite, check lines for the most tile0 and leave them out if necessary Quote
Samapico Posted May 28, 2006 Report Posted May 28, 2006 or give option to use one of the 3 'rendering' options... give them some complicated names like Bilinear Anti-aliasing Sampling or Synchroneous Axis Redundancy Checklol ... if you can see a preview for each , it would probably be the best thing to do, as one method might give better results for 'some' type of base, or areas Quote
Drake7707 Posted May 28, 2006 Author Report Posted May 28, 2006 sama = options freak dunno if it should be an option or not, it's not that much work, but wouldn't it be a little overkill ? Quote
»SOS Posted May 28, 2006 Report Posted May 28, 2006 Hmm... options... why not. DCME does not have too many options yet Quote
Samapico Posted May 28, 2006 Report Posted May 28, 2006 as option i meant, at the moment of resizing, pop up something to ask: what kind of resizing you want? a ) some kind of resizingb ) another kind of resizingc ) just try to resize and stfu[ ] always use this [ preview ] [ do it ] kinda like when you 'resize' in paint shop pro.. you can choose between Pixel resize, Bilinear resample, Bicubic resample, Smart sizeand then enter the proportions.. horizontally and vertically, either in % or in pixels (that would be tiles for us) Quote
Drake7707 Posted May 28, 2006 Author Report Posted May 28, 2006 i thought more about having the selection O ---- O | | | |O ---- O and you can drag the nodes to resize Quote
Samapico Posted May 29, 2006 Report Posted May 29, 2006 hmmm.. that too.. but we should be able to resize it via a resize window too... edit -> resize and did you try to see what happens with diagonal walls with each of these resizing methods? Quote
Drake7707 Posted May 29, 2006 Author Report Posted May 29, 2006 diagonals are a bit !@#$%^&*ed the last time i tried it, but i haven't tried it since i fixed the offset bug in the X resizing Quote
a dead fish Posted July 4, 2006 Report Posted July 4, 2006 When you guys gonna stick this back in? Quote
Drake7707 Posted July 4, 2006 Author Report Posted July 4, 2006 holy crap, did i made this poll over a month ago o-O". There's still an issue with the special tiles being partly copied, but when it's resolved i'll add it Quote
a dead fish Posted July 4, 2006 Report Posted July 4, 2006 ehhe, yeah. Time flies Anyways, iirc, this was actually functional in one of the "edits", correct? Do you possibly remember which one? I have found myself in the dire need to use it, lol. Thanks again guys, this thing is great. Quote
Samapico Posted July 4, 2006 Report Posted July 4, 2006 There, I compiled a quick version with a 'Resize' button there will eventually be a more sophisticated interface for it... resizing a selection that is near right or bottom edge of map would make it crash too... so watch out DCME__quick_resize_.zip Quote
a dead fish Posted July 5, 2006 Report Posted July 5, 2006 Wow, thanks. It worked like a charm! Quote
Drake7707 Posted July 6, 2006 Author Report Posted July 6, 2006 a gui is in the make (well gui is finished, but doesn't work completely) Quote
Drake7707 Posted July 8, 2006 Author Report Posted July 8, 2006 Finished in v1.2.6. All 3 options are available as resize type. The normal resize is just how pixels are resized, which is good for resizing anything other than bases The 2nd resize type is more base-resize oriented, as it will resize and try to maximize the empty space in the base. The 3rd resize type is a stronger variation of the 2nd. Quote
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