英语翻译Save yourself sometime and use Hex Workshop.Open your BI

怪怪-0012022-10-04 11:39:541条回答

英语翻译
Save yourself sometime and use Hex Workshop.Open your BIG,"Find" (CTRL+F) a hex value of "7C01".Click one of the results and it will jump
to that offset with the "7C01" highlighted.2 lines below the 7C01 is your X limit,and to the right is your Y limit.Click on one so that
the cursor is to the left of the value.Now look at the bottom left window of hex workshop.Those are hex to decimal conversions.The one
you want to look at is "Unsigned Short." Notice it is "12",the same thing we got when we did it the other way.This way is much faster.
Sometimes a "7C01" will come up in the search that isn't what we are trying to find.
FYI,For all the background graphics of the score overlay the texture limit for height is 28,and since those textures are 32 pixels high,
the bottom 4 pixels of the image aren't displayed.The logo,the shotclock's background and the shotclock numbers all have their own texture
limits.
3.Make your graphics.
In Photoshop,when you are making each part,you should create guides using the values you found for the texture limits.That way you know
how big to make your graphic inside the canvas.Click the "view" menu and select "New guide".For the X limit,select "vertical" and enter the
limit you found for that part in the box,make sure it sais "px" after the value,which is an abbreviation for pixels.Do the same for the Y
limit,but choose "horizontal" and enter the Y value you found for that part in the box.
You should save each part as a psd because some of the parts are stretched or squeezed horizontally in-game,that way yo can easily make any
changes that are needed.
When you are done making all the parts,check it out in-game.
4.Positioning,size and font color.
Welcome to hell.This is the part that takes the most time.Once you know where to edit in the file,you will have to go in-game,take screens,
or use your memory to remember whether you increased or decreased the hex values and what direction it went.The format isn't too hard to understand.

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qdetbgjrk 共回答了23个问题 | 采纳率91.3%
有时,使用拯救你的六角车间.打开你的大,“发现”(CTRL + F)因为价值.点击“7C01”的结论之一,它会跳
那个偏移与“7C01”强调.2线以下7C01是你的极限,和X的权利是你的Y的极限.点击一个这样
鼠标是左边的价值.现在看看下面的六角培训班.离开窗口 那些是十六进制到小数点后的转换.这一
你想去看看是“无短.” 注意这是“12”,同样的事情我们当我们做到了另一种方式.这个方法是快得多.
有时一个“7C01”就会出现在搜寻那不是我们正试图找到.
通知你,因为所有的背景图像的得分覆盖纹理限制,高度为28人是32象素的纹理,
4个像素的底部的图像不显示.这个标志shotclock的背景和shotclock数字都有自己的纹理
限制.
3.让你的图形.
在图像处理软体,当你在做每一部分,你应该使用价值创造引导你所发现的纹理的限制.这样,你知道的
让你的图形多大的画布内.点击“查看”菜单,选择“新指南》.对X限制,选择“垂直进入
你找到了那部限制在盒子里,确保它说“px”之后,也就是一种价值的缩写像素.做相同的吗
极限,但是选择水平和输入Y值,你发现那部分在盒子里了.
你应该节省每个部分作为psd,因为一些零件被拉长或压缩水平,这样你可以游戏容易犯任何
改变是必需的.
当你完成所有的部件,看看游戏.
4.定位、大小和颜色.
欢迎来到地狱.这是那部分需要很长时间.一旦你知道哪里可以编辑的文件,你将不得不去,把屏幕游戏,
你的记忆,或用记得你是否增加或减少六角价值观和什么方向去了呢?这个格式并不太难以理解.
(记住要给分哦```)
1年前

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