Originally posted by Boco
I was debating about mentioning Catfish's static.spr, but decided to apply the KISS principle. One less file to worry about.
I was debating about mentioning Catfish's static.spr, but decided to apply the KISS principle. One less file to worry about.
The sprite guide is all about the KISS principle - especially for the user. For a scenario with no custom unit sprites it says to do exactly what you suggested (Case 1, end of document). Curt already supplies the dummy resource.spr file with the scenario; that deals with the animated terrain problem. Since AFAIK there are only 2 people on the planet who have used Mercator's sprite utilities to create custom sprite files for their scenarios (ie, you and me), the other cases will rarely apply.
Originally posted by Boco
It could be that better solution is to use Merc's SpriteGen, but I haven't checked to see whether you have any trigger units or such, for which you want to hide health bars.
It could be that better solution is to use Merc's SpriteGen, but I haven't checked to see whether you have any trigger units or such, for which you want to hide health bars.
Originally posted by Boco
Sprites actually move slightly slower on my machine than units from the bmp. Is that also true for Catfish's dummy sprites?
Sprites actually move slightly slower on my machine than units from the bmp. Is that also true for Catfish's dummy sprites?

Anyway Curt, I thought you had a handle on this stuff?
Certainly, you got it right in Dictator and Bitterfrost.

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