Mr. Oobir and Boco gave me a little stroke of genius, and I figured out a way to hide the health bar!
I have to be a bit careful, because I haven't tested it yet...
PRELIMINARY 1: In the sprite files, the unit images don't need to be 64x64 pixels. In fact they can be just about any size you want.
PRELIMINARY 2: The sprite image is always aligned to the left and bottom sides of a square (in the attachment:against the pink lines for the Engineer). So if you make the sprite image any larger it'll expand to the right and up.
PRELIMINARY 3: The health bar is always positioned centred at the top of the unit icon.
In the attachment I changed the height of the Engineer (in the Static.spr) to 64x128 (twice the height). And as you can see, the health bar is located twice as high (compared to the normal height of the Warrior).
I had hoped this would be high enough, so it wouldn't be painted, but alas! But then I started thinking... If you can make it twice as high, why not make it 1000 times higher? That way the health bar will fall off the top edge of the entire map!
Moreover, the .spr files are encoded in such a way that leading empty lines don't make any difference at all in filesize. The only thing that changes are a few numbers that say how many leading empty lines there are!
There is some (minor) bad news though:
(1) This method won't work in the units.bmp. But then it DOES work for the static.spr, and you can edit that fairly easily with CivSprite.
(2) Since you can so far only use CivSprite, each unit needs to have 5 images (for 5 different angles). You can simply use the same image 5 times, but the static.spr file is slightly bigger than the units.bmp (and much bigger when both are zipped)... But if you use the same image for all 5 angles there won't be much difference even when you zip them up (the zipped up sprite file might even be smaller).
(3) For sprite files the height might not matter, but for bitmaps it certainly does! Since you need to use CivSprite you have to make the images as bitmaps first.
The image should probably be some 10,000 pixels high, which means a filesize of almost 2MB per bitmap!
Then again, people have gigabytes of harddrive space anyway, and you can get rid of the bitmaps once you created the sprite file...
In other words, there's nothing to worry about. Get busy!
I have to be a bit careful, because I haven't tested it yet...
PRELIMINARY 1: In the sprite files, the unit images don't need to be 64x64 pixels. In fact they can be just about any size you want.
PRELIMINARY 2: The sprite image is always aligned to the left and bottom sides of a square (in the attachment:against the pink lines for the Engineer). So if you make the sprite image any larger it'll expand to the right and up.
PRELIMINARY 3: The health bar is always positioned centred at the top of the unit icon.
In the attachment I changed the height of the Engineer (in the Static.spr) to 64x128 (twice the height). And as you can see, the health bar is located twice as high (compared to the normal height of the Warrior).
I had hoped this would be high enough, so it wouldn't be painted, but alas! But then I started thinking... If you can make it twice as high, why not make it 1000 times higher? That way the health bar will fall off the top edge of the entire map!
Moreover, the .spr files are encoded in such a way that leading empty lines don't make any difference at all in filesize. The only thing that changes are a few numbers that say how many leading empty lines there are!
There is some (minor) bad news though:
(1) This method won't work in the units.bmp. But then it DOES work for the static.spr, and you can edit that fairly easily with CivSprite.
(2) Since you can so far only use CivSprite, each unit needs to have 5 images (for 5 different angles). You can simply use the same image 5 times, but the static.spr file is slightly bigger than the units.bmp (and much bigger when both are zipped)... But if you use the same image for all 5 angles there won't be much difference even when you zip them up (the zipped up sprite file might even be smaller).
(3) For sprite files the height might not matter, but for bitmaps it certainly does! Since you need to use CivSprite you have to make the images as bitmaps first.
The image should probably be some 10,000 pixels high, which means a filesize of almost 2MB per bitmap!
Then again, people have gigabytes of harddrive space anyway, and you can get rid of the bitmaps once you created the sprite file...
In other words, there's nothing to worry about. Get busy!
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