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Posted

I see yea i was hoping to have it animated but i guess i can have it static. Another thing i have noticed is i am using a hud that covers my screen sort of like a visor the image is 1920x1080 but when i place it in leadwerks it 2048x1024 for textures this is needed but is there anyway to stop this as i have to scale it and it isnt as good or fits all that well.

Asus Extreme v x99, Intel I7, Windows 8.1 64 Bit, SSD, Geforce GTX 980 4GB, 16GB Ripjaw DDR4

Posted

LE3 don't have texture atlas system, you will have to download all image of your animation individually and store them in some Lua table for example, at some time intervall you will have to display the next image by code.

  • Upvote 1

Stop toying and make games

Posted

Thanks for the info :) you don't happen to know why it isn't scaling properly its always short at the top running fullscreen 1920x1080

 

 

--Draw overlay
if self.overlay ~= nil then
 context:SetBlendMode(Blend.Alpha)
 context:SetColor(1,1,1,1)
 context:DrawImage(self.overlay, 0, context:GetHeight() - self.overlay:GetHeight())
 context:SetBlendMode(Blend.Solid)
end
end

Asus Extreme v x99, Intel I7, Windows 8.1 64 Bit, SSD, Geforce GTX 980 4GB, 16GB Ripjaw DDR4

Posted

Just the Hud image so far ;) i thought the above method would scale to screen size but for me it didn't so i just had to manually set the image size.

 

context:DrawImage(self.overlay, 0,0, 1920, 1080)

 

As for getting it to animate i have the images but i will need to research more and play with a script to make it so but beginning to wonder what sort of preformance hit this will have.

Asus Extreme v x99, Intel I7, Windows 8.1 64 Bit, SSD, Geforce GTX 980 4GB, 16GB Ripjaw DDR4

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