The suggestions above are great but there need to be a couple of other changes.
1)There needs to be a refresh function that scans the textures in the My Docs directory for all the types of stickers brushes and overlays and masks. This is so that you can add to or make changes to the files in question WITHOUT having to restart the game.
2) this is a bit of a side note but it affects the stickers too. From what i can determine, when Tags are scaled down in size the method of reduction uses Nearest Neighbor re sampling. The result is a noisy reduction That at most times is almost unreadable. When scaling the stickers down the resultant fuzziness is also intolerable. The solution would be to to use bi-cubic re-sampling or run a Gaussian blur then a Nearest Neighbor re sample reduction. They look about the same and would greatly increase the quality of the images used in the game. I'm sure the extra processing would be easy to implement would not be a drain on the computer's resources since it only needs to be done once when the tag is downloaded via P2P or being placed in the right folder.
PAINT EDITOR
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- Knutselmaaster
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Re: PAINT EDITOR
That really are 2 good points.
Restarting the game each time you add a custom item becomes very tiresome indeed, when i'm making mods and testing slight changes it seems to take hours where it could go in minutes, just by refreshing.
The downscaling is horrible, if i make a high res skin and resave it in the ingame painter because i want to give it some more "shinyness" for example, results are really disappointing.
Restarting the game each time you add a custom item becomes very tiresome indeed, when i'm making mods and testing slight changes it seems to take hours where it could go in minutes, just by refreshing.
The downscaling is horrible, if i make a high res skin and resave it in the ingame painter because i want to give it some more "shinyness" for example, results are really disappointing.
- Trackmaniack
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Re: PAINT EDITOR
yes. these details make it difficult, so I propose that comes with a single extra softwar paint skins



Re: PAINT EDITOR
Can we paint the characters we play in QM and SM?
- Trackmaniack
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Re: PAINT EDITOR
I'm kinda hopin' we get custom weapons (within reason, of course) Like for SM, an AK is still an AK, a .9 is still a .9, and for QM, a sword is still a sword and a knife is a knife and they're DIFFERENT...but you can customize their look. Like now what we have in TM...we have THOUSANDS of differend 3D car models. But if you stick the car in Coast it'll have coast physics. You can't stick a bay car in there and cheat your way to victory, except with the newly-discovered enviro-mixing...but that still makes everybody play by the same rules. What I'm basically getting at, is I bet they'll have 'classes' of items, for each game. Like, weapons that do x fall in the "sword" category. Weapons that shoot y fall into the "bow and arrow" category. You can tweak their look, and probably even their design, to a degree...but the base physics will stay the same. Like, in SM for example, to make things fair, I doubt they'd allow you to create a sniper rifle that fired rocket-style projectiles that exploded into shrapnel on impact. Would be EPIC, but unless everyone had one, then the game would get HUGELY stacked very quickly. Heh, sorry for the long post, but hopefully you get the gist. 

WIP
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