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47 lines
2.9 KiB
Markdown
47 lines
2.9 KiB
Markdown
# HD Graphics
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It's possible to provide alternative high-definition graphics within mods. They will be used if any upscaling filter is activated.
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## Preconditions
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It's still necessary to add 1x standard definition graphics as before. HD graphics are seperate from usual graphics. This allows to partitially use HD for a few graphics in mod. And avoid handling huge graphics if upscaling isn't enabled.
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Currently following scaling factors are possible to use: 2x, 3x, 4x. You can also provide multiple of them (increases size of mod, but improves loading performance for player). It's recommend to provide 2x and 3x images.
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If user for example selects 3x resolution and only 2x exists in mod then the 2x images are upscaled to 3x (same for other combinations > 1x).
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## Mod
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For upscaled images you have to use following folders (next to `sprites`, `data` and `video` folders):
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- `sprites2x`, `sprites3x`, `sprites4x` for sprites
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- `data2x`, `data3x`, `data4x` for images
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- `video2x`, `video3x`, `video4x` for videos
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The sprites should have the same name and folder structure as in `sprites`, `data` and `video` folder. All images that are missing in the upscaled folders are scaled with the selected upscaling filter instead of using prescaled images.
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### Shadows / Overlays / Player-colored images
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It's also possible (but not necessary) to add high-definition shadows: Just place a image next to the normal upscaled image with the suffix `-shadow`. E.g. `TestImage.png` and `TestImage-shadow.png`.
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In future, such shadows will likely become required to correctly exclude shadow from effects such as Clone spell.
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Shadow images are used only for animations of following objects:
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- All adventure map objects
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- All creature animations in combat
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Same for overlays with `-overlay`. But overlays are **necessary** for some animation graphics. They will be colorized by VCMI.
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Currently needed for:
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- Flaggable adventure map objects. Overlay must contain a transparent image with white flags on it and will be used to colorize flags to owning player
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- Creature battle animations, idle and mouse hover group. Overlay must contain a transparent image with white outline of creature for highlighting on mouse hover
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For images that are used for player-colored interface, it is possible to provide custom images for each player. For example `HeroScr4-red.png` will be used for hero window of red player.
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- Currently needed for all UI elements that are player-colored in HoMM3.
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- Can NOT be used for player-owned adventure objects. Use `-overlay` images for such objects.
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- Possible suffixes are `red`, `blue`, `tan`, `green`, `orange`, `purple`, `teal`, `pink`, `neutral` (used only for turn order queue in combat)
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It is possible to use such additional images for both upscaled (xbrz) graphics, as well as for original / 1x images. When using this feature for original / 1x image, make sure that your base image (without suffix) is rgb/rgba image, and not indexed / with palette
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