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Zcloud gta emblem6/12/2023 To make a gradient fill look like pixels, every time the colour changes you have to set the colour twice. The colours from each 512px x 1px part of the source image are recreated by faking the pixels with a gradient fill on the rectangles in the r* emblem editor. If you use the 512 setting, your source image will be recreated in the r* emblem editor with 512 rectangles that are the size of 512px x 1px (side by side, to make up the 512x512 image). Here's a bit more info for anyone curious about how it all works in the background. Interloper's examples are a great explanation of how it works with regards to image size/resolution. I've also managed to make a few optimizations that will allow us to squeeze a bit more image data in compared to the current version. I'm currently working on another method of importing the data that will allow console players without access to PCs to use Emblem Helper in their phone browser. It's great to see the emblems that people have made with this tool! I've been offline for a short while, but I've recently come back to the project and have some updates in the pipeline at the moment. While testing I found that 512x512 images often look worse in-game than 256x256. If you are creating a logo style crew emblem, it is best to create it on a 256x256 canvas. It will not work for a 512x512 full colour image but some 512x512 images will work (depending on the image). Some images will need to be resized or adjusted. It then generates the console code required for the emblem editor. It slices up an image into 1px-wide strips and recreates the pixels in those strips from gradients applied to rectangles. Paste the code into the console for the emblem editor and hit enter. Make adjustments using the options on the left if necessary. Download the code from the pastebin link and save it as an.
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