Author Topic: Robospin images wheel problem  (Read 5329 times)

^F117^

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Robospin images wheel problem
« on: July 18, 2018, 01:55:41 AM »
Hi I have this problem, the original image are spherical, but into the theme is oval. How to fix it?


iOtero

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Re: Robospin images wheel problem
« Reply #1 on: July 18, 2018, 02:27:47 AM »
Robospin, Robospin Universal or Robospin HD?  8)

Screen Resolution?  :)

County sheriff's name?   :P

Give some more information, man...  8)

And better if you put the code of the wheel.  ;D

And better more if you put the wheels dimensions...  ???
Nacer a los 15 años Una novela de iOtero

^F117^

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Re: Robospin images wheel problem
« Reply #2 on: July 18, 2018, 02:35:29 AM »
Robospin HD
1920x1080
image dimension 1200x910
wheel code? layout.nut?

iOtero

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Re: Robospin images wheel problem
« Reply #3 on: July 18, 2018, 02:50:06 AM »
Your wheel 1200x910 pixels.

Robospin wheel 460x181 pixels --> 1200x472 --> 2288x900.

Adjust the canvas of yours wheels.

Yes, layout.nut contains the theme code.

Nacer a los 15 años Una novela de iOtero

^F117^

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Re: Robospin images wheel problem
« Reply #4 on: July 18, 2018, 03:23:33 AM »
////////////////////////////////////////////////////////////////////////////////////////////////////////
// Updated 9/08/2016 by omegaman                                                                     
// Attract-Mode "Robospin" layout. Thanks to verion for cleaning cab skins and to malfacine's for glogos                             
// Notes: Lots of changes... 
// When game marquee is turned off, console marquees will be turned on.     
////////////////////////////////////////////////////////////////////////////////////////////////////////   

class UserConfig {
   </ label="Select BG art", help="Blur enables art for all consoles; otherwise choose brick, retro, black or flyer for bg", options="blur,brick,retro,black,flyer", order=1

/> enable_bg="blur";   
   </ label="Select cab skin", help="Select a cab skin image", options="robo,moon", order=2 /> enable_cab="robo";
   </ label="Select spinwheel art", help="The artwork to spin", options="marquee, wheel", order=3 /> orbit_art="wheel";
   </ label="Transition Time", help="Time in milliseconds for wheel spin.", order=4 /> transition_ms="35"; 
   </ label="Select listbox, wheel, vert_wheel", help="Select wheel type or listbox", options="listbox, wheel, vert_wheel", order=5 /> enable_list_type="wheel";
   </ label="Enable snap bloom shader effect", help="Bloom effect uses shader", options="Yes,No", order=6 /> enable_bloom="No";
   </ label="Enable crt shader effect", help="CRT effect uses shader", options="Yes,No", order=7 /> enable_crt="No";
   </ label="Enable random text colors", help=" Select random text colors.", options="yes,no", order=8 /> enable_colors="no";
   </ label="Enable system logos", help="Select system logos", options="Yes,No", order=9 /> enable_slogos="No";
   </ label="Enable MFR game logos", help="Select game logos", options="Yes,No", order=10 /> enable_mlogos="No";
   </ label="Enable game marquees", help="Show game marquees", options="Yes,No", order=11 /> enable_marquee="Yes";
   </ label="Enable lighted marquee effect", help="show lighted Marquee", options="Yes,No", order=12 /> enable_Lmarquee="No";
   </ label="Select pointer", help="Select animated pointer", options="rocket,hand,none", order=13 /> enable_pointer="rocket";
   </ label="Enable text frame", help="Show text frame", options="yes,no", order=14 /> enable_frame="yes";
   </ label="Enble background overlay", help="Select overlay effect; options are masking, scanlines, aperture", options="mask,scanlines,aperture,none", order=15 />

enable_overlay="mask";
   </ label="Monitor static effect", help="Show static effect when snap is null", options="yes,no", order=16 /> enable_static="yes";


local my_config = fe.get_config();
local flx = fe.layout.width;
local fly = fe.layout.height;
local flw = fe.layout.width;
local flh = fe.layout.height;
fe.layout.font="Impact";

// modules
fe.load_module("fade");
fe.load_module( "animate" );

// Background Art
if ( my_config["enable_bg"] == "blur")
{
local b_art = fe.add_image("bg/[Emulator]", 0, 0, flw, flh );
b_art.alpha=255;
}

if ( my_config["enable_bg"] == "brick")
{
local b_art = fe.add_image("bg1.png", 0, 0, flw, flh );
b_art.alpha=255;
}

if ( my_config["enable_bg"] == "retro")
{
local b_art = fe.add_image("bg2.png", 0, 0, flw, flh );
b_art.alpha=255;
}

if ( my_config["enable_bg"] == "black")
{
local b_art = fe.add_image("bg4.png", 0, 0, flw, flh );
b_art.alpha=255;
}

if ( my_config["enable_bg"] == "flyer")
{
local surface_flyer = fe.add_surface( flw, flh );
local b_art = FadeArt( "flyer", 0, 0, flw, flh, surface_flyer );
b_art.trigger = Transition.EndNavigation;
b_art.preserve_aspect_ratio = true;
b_art.alpha=127;

//now position and rotate surface for flyer
surface_flyer.set_pos(flx*0.08, 0, flw*0.9, flh);
surface_flyer.rotation = 0;
}

//masking effect overlay for bg art

if ( my_config["enable_overlay"] == "mask" )
{
local overlay = fe.add_image( "mask.png", 0, 0, flw, flh );
overlay.preserve_aspect_ratio = false;
overlay.alpha = 200;
}

if ( my_config["enable_overlay"] == "scanlines" )
{
local overlay = fe.add_image( "scanlines.png", 0, 0, flw, flh );
overlay.preserve_aspect_ratio = false;
overlay.alpha = 200;
}

if ( my_config["enable_overlay"] == "aperture" )
{
local overlay = fe.add_image( "aperture.png", 0, 0, flw, flh );
overlay.preserve_aspect_ratio = false;
overlay.alpha = 200;
}

if ( my_config["enable_overlay"] == "none" )
{
local overlay = fe.add_image( "none.png", 0, 0, 0, 0 );
overlay.preserve_aspect_ratio = false;
overlay.alpha = 0;
}

if ( my_config["enable_static"] == "yes" )
{
   const SNAPBG_ALPHA = 200;
   local snapbg=null;
   snapbg = fe.add_image( "static.mp4",  flx*0.067, fly*0.364, flw*0.175, flh*0.273 );
    snapbg.trigger = Transition.EndNavigation;
   snapbg.skew_y = -fly*0.002;
    snapbg.skew_x = flx*0.009;
    snapbg.pinch_y = 7;
    snapbg.pinch_x = 0;
    snapbg.rotation = -4.7;
   snapbg.set_rgb( 155, 155, 155 );
   snapbg.alpha = SNAPBG_ALPHA;
}
 else
 {
 local temp = fe.add_text("", flx*0.092, fly*0.38, flw*0.226, flh*0.267 );
 temp.bg_alpha = SNAPBG_ALPHA;
 }

//create surface for snap
local surface_snap = fe.add_surface( 640, 480 );
local snap = FadeArt("snap", 0, 0, 640, 480, surface_snap);
snap.trigger = Transition.EndNavigation;
snap.preserve_aspect_ratio = false;

//now position and pinch surface of snap
surface_snap.set_pos(flx*0.067, fly*0.364, flw*0.175, flh*0.273);
surface_snap.skew_y = 0;
surface_snap.skew_x = flx*0.007;
surface_snap.pinch_y = 4;
surface_snap.pinch_x = 0;
surface_snap.rotation = -5.1;

// add shader support because I can
if ( my_config["enable_bloom"] == "Yes" )
{
    local sh = fe.add_shader( Shader.Fragment, "bloom_shader.frag" );
   sh.set_texture_param("bgl_RenderedTexture");
   surface_snap.shader = sh;
}

if ( my_config["enable_crt"] == "Yes" )
{
    local sh = fe.add_shader( Shader.VertexAndFragment, "crt.vert", "crt.frag" );
   sh.set_param( "rubyInputSize", 640, 480 );
    sh.set_param( "rubyOutputSize", ScreenWidth, ScreenHeight );
    sh.set_param( "rubyTextureSize", 640, 480 );
   sh.set_texture_param("rubyTexture");
   surface_snap.shader = sh;
}

if ( my_config["enable_marquee"] == "Yes" )
{
local marquee = fe.add_artwork( "marquee", flx*0.080, fly*0.075, flw*0.2625, flh*0.143 );
 marquee.trigger = Transition.EndNavigation;
 marquee.skew_x = 11;
 marquee.pinch_x = -2;
 marquee.pinch_y = 3;
 marquee.rotation = -1.5;
   if ( my_config["enable_Lmarquee"] == "Yes" )
{
    local shader = fe.add_shader( Shader.Fragment "bloom_shader.frag" );
   shader.set_texture_param("bgl_RenderedTexture");
   marquee.shader = shader;
}

}
 else
 {
 local clogos = fe.add_image("clogos/[Emulator]", flx*0.117, fly*0.086, flw*0.35, flh*0.14 );
 clogos.trigger = Transition.EndNavigation;
 clogos.skew_x = 11;
 clogos.pinch_x = -2;
 clogos.pinch_y = 3;
 clogos.rotation = -1.5;
 }

//cabinet image
if ( my_config["enable_cab"] == "robo" )
{
 local cab = fe.add_image( "robo.png", 0, 0, flw, flh );
}

if ( my_config["enable_cab"] == "moon" )
{
  local cab = fe.add_image( "moon.png", 0, 0, flw, flh );
}

//add frame to make text standout
if ( my_config["enable_frame"] == "yes" )
{
local frame = fe.add_image( "frame.png", 0, fly*0.94, flw, flh*0.05 );
frame.alpha = 255;
}

//Year text info
//local texty = fe.add_text("[Year]", flx*0.18, fly*0.935, flw*0.13, flh*0.05 );
//texty.set_rgb( 211, 211, 211 );
//texty.style = Style.Bold;
//texty.align = Align.Left;

//Title text info
//local textt = fe.add_text( "[Title]", flx*0.315, fly*0.935, flw*0.6, flh*0.05  );
//textt.set_rgb( 211, 211, 211 );
//textt.style = Style.Bold;
//textt.align = Align.Left;
//textt.rotation = 0;
//textt.word_wrap = true;

//Display filter info
//local filter = fe.add_text( "[ListFilterName]: [ListEntry]-[ListSize]  [PlayedCount]", flx*0.001, fly*0.001, flw*0.3, flh*0.03 );
//filter.set_rgb( 211, 211, 211 );
//filter.style = Style.Italic;
//filter.align = Align.Left;
//filter.rotation = 0;
 

//Listbox
if ( my_config["enable_list_type"] == "listbox" )
{
local listbox = fe.add_listbox( flx*0.53, fly*0.09, flw*0.45, flh*0.86 );
listbox.rows = 11;
listbox.charsize = 24;
listbox.set_rgb( 211, 211, 211 );
listbox.bg_alpha = 0;
//listbox.align = Align.Right;
listbox.selbg_alpha = 90;
listbox.sel_red = 255;
listbox.sel_green = 255;
listbox.sel_blue = 0;
}

//This enables vertical art instead of default wheel
if ( my_config["enable_list_type"] == "vert_wheel" )
{
fe.load_module( "conveyor" );
local wheel_x = [ flx*0.71, flx*0.71, flx*0.71, flx*0.71, flx*0.71, flx*0.71, flx*0.68, flx*0.71, flx*0.71, flx*0.71, flx*0.71, flx*0.71, ];
local wheel_y = [ -fly*0.22, -fly*0.105, fly*0.0, fly*0.105, fly*0.215, fly*0.325, fly*0.436, fly*0.61, fly*0.72 fly*0.83, fly*0.935, fly*0.99, ];
local wheel_w = [ flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.24, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, ];
local wheel_a = [  80,  80,  80,  80,  80,  80, 255,  80,  80,  80,  80,  80, ];
local wheel_h = [  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11, flh*0.168,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11, ];
local wheel_r = [  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, ];
local num_arts = 8;

class WheelEntry extends ConveyorSlot
{
   constructor()
   {
      base.constructor( ::fe.add_artwork( my_config["orbit_art"] ) );
   }

   function on_progress( progress, var )
   {
      local p = progress / 0.1;
      local slot = p.tointeger();
      p -= slot;
      
      slot++;

      if ( slot < 0 ) slot=0;
      if ( slot >=10 ) slot=10;

      m_obj.x = wheel_x[slot] + p * ( wheel_x[slot+1] - wheel_x[slot] );
      m_obj.y = wheel_y[slot] + p * ( wheel_y[slot+1] - wheel_y[slot] );
      m_obj.width = wheel_w[slot] + p * ( wheel_w[slot+1] - wheel_w[slot] );
      m_obj.height = wheel_h[slot] + p * ( wheel_h[slot+1] - wheel_h[slot] );
      m_obj.rotation = wheel_r[slot] + p * ( wheel_r[slot+1] - wheel_r[slot] );
      m_obj.alpha = wheel_a[slot] + p * ( wheel_a[slot+1] - wheel_a[slot] );
   }
};

local wheel_entries = [];
for ( local i=0; i<num_arts/2; i++ )
   wheel_entries.push( WheelEntry() );

local remaining = num_arts - wheel_entries.len();

// we do it this way so that the last wheelentry created is the middle one showing the current
// selection (putting it at the top of the draw order)
for ( local i=0; i<remaining; i++ )
   wheel_entries.insert( num_arts/2, WheelEntry() );

local conveyor = Conveyor();
conveyor.set_slots( wheel_entries );
conveyor.transition_ms = 50;
try { conveyor.transition_ms = my_config["transition_ms"].tointeger(); } catch ( e ) { }
}
 
if ( my_config["enable_list_type"] == "wheel" )
{
fe.load_module( "conveyor" );
local wheel_x = [ flx*0.80, flx*0.795, flx*0.756, flx*0.725, flx*0.70, flx*0.68, flx*0.64, flx*0.68, flx*0.70, flx*0.725, flx*0.756, flx*0.76, ];
local wheel_y = [ -fly*0.22, -fly*0.105, fly*0.0, fly*0.105, fly*0.215, fly*0.325, fly*0.436, fly*0.61, fly*0.72 fly*0.83, fly*0.935, fly*0.99, ];
local wheel_w = [ flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.24, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, ];
local wheel_a = [  80,  80,  80,  80,  80,  80, 255,  80,  80,  80,  80,  80, ];
local wheel_h = [  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11, flh*0.17,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11, ];
local wheel_r = [  30,  25,  20,  15,  10,   5,   0, -10, -15, -20, -25, -30, ];
local num_arts = 8;

class WheelEntry extends ConveyorSlot
{
   constructor()
   {
      base.constructor( ::fe.add_artwork( my_config["orbit_art"] ) );
   }

   function on_progress( progress, var )
   {
      local p = progress / 0.1;
      local slot = p.tointeger();
      p -= slot;
      
      slot++;

      if ( slot < 0 ) slot=0;
      if ( slot >=10 ) slot=10;

      m_obj.x = wheel_x[slot] + p * ( wheel_x[slot+1] - wheel_x[slot] );
      m_obj.y = wheel_y[slot] + p * ( wheel_y[slot+1] - wheel_y[slot] );
      m_obj.width = wheel_w[slot] + p * ( wheel_w[slot+1] - wheel_w[slot] );
      m_obj.height = wheel_h[slot] + p * ( wheel_h[slot+1] - wheel_h[slot] );
      m_obj.rotation = wheel_r[slot] + p * ( wheel_r[slot+1] - wheel_r[slot] );
      m_obj.alpha = wheel_a[slot] + p * ( wheel_a[slot+1] - wheel_a[slot] );
   }
};

local wheel_entries = [];
for ( local i=0; i<num_arts/2; i++ )
   wheel_entries.push( WheelEntry() );

local remaining = num_arts - wheel_entries.len();

// we do it this way so that the last wheelentry created is the middle one showing the current
// selection (putting it at the top of the draw order)
for ( local i=0; i<remaining; i++ )
wheel_entries.insert( num_arts/2, WheelEntry() );

local conveyor = Conveyor();
conveyor.set_slots( wheel_entries );
conveyor.transition_ms = 50;
try { conveyor.transition_ms = my_config["transition_ms"].tointeger(); } catch ( e ) { }
}

//property animation - wheel pointers
if ( my_config["enable_pointer"] == "rocket")
{
local point = fe.add_image("pointers/pointer.png", flx*0.88, fly*0.34, flw*0.2, flh*0.35);

local alpha_cfg = {
    when = Transition.ToNewSelection,
    property = "alpha",
    start = 110,
    end = 255,
    time = 300
}
animation.add( PropertyAnimation( point, alpha_cfg ) );

local movey_cfg = {
    when = Transition.ToNewSelection,
    property = "y",
    start = point.y,
    end = point.y,
    time = 200
}
animation.add( PropertyAnimation( point, movey_cfg ) );

local movex_cfg = {
    when = Transition.ToNewSelection,
    property = "x",
    start = flx*0.83,
    end = point.x,
    time = 200   
}   
animation.add( PropertyAnimation( point, movex_cfg ) );
}

if ( my_config["enable_pointer"] == "hand")

 {
 local point = fe.add_image("pointers/pointer2.png", flx*0.88, fly*0.34, flw*0.2, flh*0.35);
 local alpha_cfg = {
    when = Transition.ToNewSelection,
    property = "alpha",
    start = 110,
    end = 255,
    time = 300
}
animation.add( PropertyAnimation( point, alpha_cfg ) );

local movey_cfg = {
    when = Transition.ToNewSelection,
    property = "y",
    start = point.y,
    end = point.y,
    time = 200
}
animation.add( PropertyAnimation( point, movey_cfg ) );

local movex_cfg = {
    when = Transition.ToNewSelection,
    property = "x",
    start = flx*0.83,
    end = point.x,
    time = 200   
}   
animation.add( PropertyAnimation( point, movex_cfg ) );
}

if ( my_config["enable_pointer"] == "none")
{
 local point = fe.add_image( "", 0, 0, 0, 0 );
}

//category icons

local glogo1 = fe.add_image("glogos/unknown1.png", flx*0.12, fly*0.943, flw*0.045, flh*0.045);
glogo1.trigger = Transition.EndNavigation;

class GenreImage1
{
    mode = 1;       //0 = first match, 1 = last match, 2 = random
    supported = {
        //filename : [ match1, match2 ]
        "action": [ "action" ],
        "adventure": [ "adventure" ],
        "fighting": [ "fighting", "fighter", "beat'em up" ],
        "platformer": [ "platformer", "platform" ],
        "puzzle": [ "puzzle" ],
        "maze": [ "maze" ],
      "paddle": [ "paddle" ],
      "rhythm": [ "rhythm" ],
      "pinball": [ "pinball" ],
      "racing": [ "racing", "driving" ],
        "rpg": [ "rpg", "role playing", "role-playing" ],
        "shooter": [ "shooter", "shmup" ],
        "sports": [ "sports", "boxing", "golf", "baseball", "football", "soccer" ],
        "strategy": [ "strategy"]
    }

    ref = null;
    constructor( image )
    {
        ref = image;
        fe.add_transition_callback( this, "transition" );
    }
   
    function transition( ttype, var, ttime )
    {
        if ( ttype == Transition.ToNewSelection || ttype == Transition.ToNewList )
        {
            local cat = " " + fe.game_info(Info.Category, var).tolower();
            local matches = [];
            foreach( key, val in supported )
            {
                foreach( nickname in val )
                {
                    if ( cat.find(nickname, 0) ) matches.push(key);
                }
            }
            if ( matches.len() > 0 )
            {
                switch( mode )
                {
                    case 0:
                        ref.file_name = "glogos/" + matches[0] + "1.png";
                        break;
                    case 1:
                        ref.file_name = "glogos/" + matches[matches.len() - 1] + "1.png";
                        break;
                    case 2:
                        local random_num = floor(((rand() % 1000 ) / 1000.0) * ((matches.len() - 1) - (0 - 1)) + 0);
                        ref.file_name = "glogos/" + matches[random_num] + "1.png";
                        break;
                }
            } else
            {
                ref.file_name = "glogos/unknown1.png";
            }
        }
    }
}
GenreImage1(glogo1);

//System Logos
if ( my_config["enable_slogos"] == "Yes") 
{
local slogos = fe.add_image("slogos/[Emulator]", flx*0.001, fly*0.18, flw*0.11, flh*0.05 );
slogos.trigger = Transition.EndNavigation;
slogos.rotation = -15;
}      

//Game MFR Logos
if ( my_config["enable_mlogos"] == "Yes") 
{
local mlogos = fe.add_image("mlogos/[Manufacturer]", flx*0.01, fly*0.942, flw*0.06, flh*0.045 );
mlogos.trigger = Transition.EndNavigation;
}      

// random number for the RGB levels
if ( my_config["enable_colors"] == "yes" )
{
function brightrand() {
 return 255-(rand()/255);
}

local red = brightrand();
local green = brightrand();
local blue = brightrand();

// Color Transitions
fe.add_transition_callback( "color_transitions" );
function color_transitions( ttype, var, ttime ) {
 switch ( ttype )
 {
  case Transition.StartLayout:
  case Transition.ToNewSelection:
  red = brightrand();
  green = brightrand();
  blue = brightrand();
  //listbox.set_rgb(red,green,blue);
  texty.set_rgb (red,green,blue);
  textt.set_rgb (red,green,blue);
  break;
 }
 return false;
 }
}

iOtero

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Re: Robospin images wheel problem
« Reply #5 on: July 18, 2018, 03:37:00 AM »
local wheel_w = [ flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.24, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, ];
local wheel_h = [  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11, flh*0.168,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11, ];

These are the measurements used by robospin for the central wheels: flw * 0.24 x flh * 0.168, that is, 1920 * 0.24 = 460.8 and 1080 * 0.168 = 181.44.

Total 460x181 pixels.

The solution is the same: Adjust the canvas of yours wheels with Gimp or similar apps.
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Re: Robospin images wheel problem
« Reply #6 on: July 20, 2018, 03:06:39 AM »
I have try to resize the images in 460x181,  but it's still oval.

iOtero

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Re: Robospin images wheel problem
« Reply #7 on: July 20, 2018, 05:10:35 AM »
I have try to resize the images in 460x181,  but it's still oval.

Not only resize images, resize image and canvas:

1400x900:



460x181:

« Last Edit: July 20, 2018, 05:25:01 AM by zlagos »
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Re: Robospin images wheel problem
« Reply #8 on: July 20, 2018, 08:13:53 AM »
I have try your image and yes it's ok. Which program are you used?

P.S But is not possible to change this values? Because I don't want to modified the images one by one  :-\

local wheel_w = [ flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.24, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, ];
local wheel_h = [  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11, flh*0.168,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11, ];

iOtero

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Re: Robospin images wheel problem
« Reply #9 on: July 20, 2018, 12:00:51 PM »
I have try your image and yes it's ok. Which program are you used?

I use Gimp with batch image manipulation plugin.
And i'm sorry, but it's not one of the easiest programs to use well.
There are people who use Photoshop, but i'm a fan of free software, that's why i use Gimp.

Quote
P.S But is not possible to change this values? Because I don't want to modified the images one by one  :-\

local wheel_w = [ flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.24, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, ];
local wheel_h = [  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11, flh*0.168,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11, ];


You should modify all these measures:

Code: [Select]
local wheel_x = [ flx*0.71, flx*0.71, flx*0.71, flx*0.71, flx*0.71, flx*0.71, flx*0.68, flx*0.71, flx*0.71, flx*0.71, flx*0.71, flx*0.71, ];
local wheel_y = [ -fly*0.22, -fly*0.105, fly*0.0, fly*0.105, fly*0.215, fly*0.325, fly*0.436, fly*0.61, fly*0.72 fly*0.83, fly*0.935, fly*0.99, ];
local wheel_w = [ flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.24, flw*0.18, flw*0.18, flw*0.18, flw*0.18, flw*0.18, ];
local wheel_h = [  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11, flh*0.168,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11,  flh*0.11, ];

And something else... You can try, but i would not.
« Last Edit: July 20, 2018, 12:02:47 PM by zlagos »
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