User fixed res collection. [10]
Moderator: Phades
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Xcom
- Posts: 1105
- Joined: Wed Dec 14, 2011 1:43 pm
Re: User fixed res collection.
It took me a very long time to understand the math. To my basic understanding its just converting some sort of x-y plane into a isometric x-y plane. In my understanding of all of it is that the object is determined by going from 0 to 10 shown by (0,10) then in that math its converted into centering the object by taking the length of the object 10 and finding the center position -5 from that 10. so the objects collision mass is 10 long and its centered around -5 from the start edge.
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mvgulik
- Posts: 4098
- Joined: Fri May 21, 2010 2:29 am
Re: User fixed res collection. [4]
That's not a side effect of the blood res-fix, but a side effect of the strawbed fixed res.borka wrote:btw. the "blood" resfix has a funny sideeffect on strawbed (as it turns res topdown)
The straw is intended to be at the bottom, and the hide on top.
See the (small) image at http://ringofbrodgar.com/wiki/Straw_Bed.
Is this not the case on your end ?
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borka
- Posts: 9965
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- Location: World of Sprucecap
Re: User fixed res collection. [4]
yep mv - sometimes i should check what custom res files i have in the mix 
Avatar by SacreDoom
Java 8 - manually downloads - good to check for actual versions url here:
viewtopic.php?f=42&t=40331
Remember what the dormouse said: Feed your head Feed your head
Java 8 - manually downloads - good to check for actual versions url here:
viewtopic.php?f=42&t=40331
Remember what the dormouse said: Feed your head Feed your head
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Arcanist
- Posts: 2664
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Re: User fixed res collection. [8]
There is also the tanning tubs. The res is offcentre to the actual placement.
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mvgulik
- Posts: 4098
- Joined: Fri May 21, 2010 2:29 am
Re: User fixed res collection. [8]

Looks fine to me.
O right.
HnH Modding 101: You can mod the placement of the images, but not the root location of the object itself (including the hitbox). That can only be done by the dev's.
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mvgulik
- Posts: 4098
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User fixed res collection. [Lifted Shadow]
Lifted Shadow (vanilla client)
After a little digging around on this issue I found 3 problems sources:
1) Wrong setting in res file. (not fixable at user side. -> Job for game dev's)
2) Client(vanilla)/server issue. As in: the res file is/seems correct, but the shadow is still lifted. (Job for game dev's)
3) Modded clients only. As in Vanilla client doing it correct, but modded client is not. (Job for modded Client maintainer(s))
I'm only focusing on res file shadow issues with vanilla/default client.
Known "lifted shadow" res files.
[1]: -> Res setting. (nooff is 0, should be 1. nooff is pulled from server -> Dev's job)
- gfx\terobjs\trees\log
- gfx\terobjs\anvil
- gfx\terobjs\bumlings\01
- gfx\terobjs\ttub
- gfx\terobjs\ttuba
- gfx\terobjs\ttubw
[2]: -> Client/server job.
- gfx\kritter\plow\s (Notes: Both plows. Base res with anim layer, and separate shadow res file.)
... Subject kinda closed (I can't fix) ...
Back to OP
After a little digging around on this issue I found 3 problems sources:
1) Wrong setting in res file. (not fixable at user side. -> Job for game dev's)
2) Client(vanilla)/server issue. As in: the res file is/seems correct, but the shadow is still lifted. (Job for game dev's)
3) Modded clients only. As in Vanilla client doing it correct, but modded client is not. (Job for modded Client maintainer(s))
I'm only focusing on res file shadow issues with vanilla/default client.
Known "lifted shadow" res files.
[1]: -> Res setting. (nooff is 0, should be 1. nooff is pulled from server -> Dev's job)
- gfx\terobjs\trees\log
- gfx\terobjs\anvil
- gfx\terobjs\bumlings\01
- gfx\terobjs\ttub
- gfx\terobjs\ttuba
- gfx\terobjs\ttubw
[2]: -> Client/server job.
- gfx\kritter\plow\s (Notes: Both plows. Base res with anim layer, and separate shadow res file.)
... Subject kinda closed (I can't fix) ...
Back to OP