Lonecat Nekophrodite Emperor Joined Jan 10, 2019 Messages 1,848 Sep 6, 2019 #61 This is what happens if I flip texture files around and re-import Can you explain why this happens?
Lonecat Nekophrodite Emperor Joined Jan 10, 2019 Messages 1,848 Sep 6, 2019 #62 Another results, equally unsatisfied If possible can you make a new 'ready to use' DDS file since i'm more acquainted with Photoshop.
Another results, equally unsatisfied If possible can you make a new 'ready to use' DDS file since i'm more acquainted with Photoshop.
Lonecat Nekophrodite Emperor Joined Jan 10, 2019 Messages 1,848 Sep 6, 2019 #63 Oddly enough. the default 'Rifled Cannon' material set seems to recognized Cannon san-crew better. No explaination why. Tested at Nekopolis Miocastle Arsenal.
Oddly enough. the default 'Rifled Cannon' material set seems to recognized Cannon san-crew better. No explaination why. Tested at Nekopolis Miocastle Arsenal.
Lonecat Nekophrodite Emperor Joined Jan 10, 2019 Messages 1,848 Sep 7, 2019 #64 Sorry for overspam. This is what Siege Cannon looks like in real game See? Better than Double downsized bombard which I've used before even that it looks smaller than I intended to be. Last edited: Sep 7, 2019
Sorry for overspam. This is what Siege Cannon looks like in real game See? Better than Double downsized bombard which I've used before even that it looks smaller than I intended to be.
Deliverator Graphical Hackificator Joined Feb 12, 2008 Messages 4,806 Location London, UK Sep 8, 2019 #65 You can upscale the cannon in Units.artdef using the Scale field.
Lonecat Nekophrodite Emperor Joined Jan 10, 2019 Messages 1,848 Sep 8, 2019 #66 ok got it. i've found out that the defender has a scale of 1.15 now set to 1