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Just downloaded it, no problems at all.
Okay, I understand the first point now, and I managed to fix it!
P.S. I've attached the corrected mod with the cast icon in the inventory.
Thanks, I'll get to it!
A small update for Heroes just dropped on Steam (and I was wondering why my trusted setup wasn't launching). Now I need to dust off the backups with batch files, etc., and check everything out once I figure it out.
https://steamdb.info/patchnotes/19081221/
G0ldiel, is this the final version of the spell icon? I noticed artifacts around the edges, and there might be some on other enhanced versions as well.
In the editor, I selected 134x134 (cropped two pixels from each edge), copied, and pasted it into a new transparent texture of 138x138.
Screenshot before and after
Apparently, there were some typos the first time; the second example matched the first, but everything turned out fine, it's all great. I also noticed the same thing with the book icon, so I tried reducing it in pixels and painting it in the editor.
However, thank you for pointing this out and suggesting a solution.
I worked with all the bookmarks, and increasing them by 4 times turned out to be an excellent solution. I removed the artifacts after the upscale.
I'll see what I can do with the parchment; it seems to be different there.
In general, I think the most difficult thing will be the resource icons, and whether it will even make sense. Overall, there will be a mod; I think I'll create a topic later. Thanks again for your help.
In principle, I think the most difficult part will be the resource icons, and whether it will even make sense to have them.
For the skill wheel on the level-up box, I compressed the faction icons from x134 to x34, and everything is perfectly visible. Try it; if you don't like the result, you can remove it.
...and the resource bars at the top
\UI\ResourceBar, resource-bar-heavy.(WindowSimpleShared).xdb, back.(BackgroundSimpleTexture).xdb, \Textures\AdventureScreen-FPP-2, ResourceBar-heavy.dds
I need some guidance on how to edit xdb files to apply texture upscaling for the team emblem and the resource bar at the top – in hero and creature viewing mode. This is the last element in this category that I have a question about.
Regarding the interface emblem, I know that Zahar has worked on this a lot. Maybe you could write to him? Perhaps he can offer some helpful advice for understanding how to do it.
Regarding the interface's color scheme, I saw that Zahar worked on it a lot. Maybe you can write to him? He might have some useful suggestions to help you understand it.
\UI\ResourceBar, resource-bar-heavy.(WindowSimpleShared).xdb, back.(BackgroundSimpleTexture).xdb, \Textures\AdventureScreen-FPP-2, ResourceBar-heavy.dds
in the case of resource-bar-heavy.(WindowSimpleShared).xdb, I think you need to change the content; simply using BackgroundSimpleScallingTexture won't be enough. Could you take a look at it when you have some free time?
in the case of resource-bar-heavy.(WindowSimpleShared).xdb, you need to change the content; I think simply BackgroundSimpleScallingTexture won't be enough. Could you take a look when you have some free time?
If you are upscaling the resource bar, in resource-bar-heavy.(WindowSimpleShared).xdb, add Scalling to ...back.(BackgroundSimpleTexture).xdb#xpointer(/BackgroundSimpleTexture), so it becomes ...back.(BackgroundSimpleScallingTexture).xdb#xpointer(/BackgroundSimpleScallingTexture), and replace the back.(BackgroundSimpleTexture).xdb file with back.(BackgroundSimpleScallingTexture).xdb, as shown in comment #26. Specify the path to the texture in it, just like in the replaced one, and set the size to 1394x104 (if the texture itself became 2048x128 after upscaling).
If something doesn't work out, just send me the finished texture, and I'll take a look.
If you are upscaling the resource bar, in resource-bar-heavy.(WindowSimpleShared).xdb, add Scalling to ...back.(BackgroundSimpleTexture).xdb#xpointer(/BackgroundSimpleTexture) to make it ...back.(BackgroundSimpleScallingTexture).xdb#xpoi nter(/BackgroundSimpleScallingTexture)"/>, and replace the back.(BackgroundSimpleTexture).xdb file with back.(BackgroundSimpleScallingTexture).xdb, as shown in comment #26. Specify the path to the texture in it, as in the file being replaced, and set the size to 1394x104 (if the texture itself became 2048x128 after upscaling).
If something doesn't work, just send the finished texture, I'll take a look.
Thanks, it worked. By the way, why are we specifying 1394x104? Where does this value come from? Is it mentioned somewhere?
Added 1 hour ago
Thanks, it worked. By the way, why are we specifying 1394x104? Where does this value come from? Is it mentioned somewhere?
I tried to significantly increase and then compress the resource icons on the resource bar, but I didn't see any good results.
Thank you, it worked. By the way, why are we using 1394x104? Where does this value come from? Is it mentioned somewhere?