Enlarging default unit images for portraits (1.12)
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- tommy2teeth
- Posts: 46
- Joined: February 28th, 2015, 8:30 pm
Enlarging default unit images for portraits (1.12)
Was wondering where the code is that decides the size of the unit image when a message/speaker/unit code is used ?
If there is no portrait provided/coded for a unit, the default image when a message occurs is the unit's (in-game) image, correct? Is there a way to increase the size of that image (during messages) for all units who do not have a portrait?
Basically, is it possible to enlarge the size (2x, 4x, etc) of all "portraits" for all units that do not have one, without going to each individual unit and coding it?
If there is no portrait provided/coded for a unit, the default image when a message occurs is the unit's (in-game) image, correct? Is there a way to increase the size of that image (during messages) for all units who do not have a portrait?
Basically, is it possible to enlarge the size (2x, 4x, etc) of all "portraits" for all units that do not have one, without going to each individual unit and coding it?
Re: Enlarging default unit images for portraits (1.12)
Aside from explicitly setting each such unit's portrait (to their unit image TC'd and scaled), no, not really. Of course, doing that isn't impossible, but it would be pretty clunky.
- Paulomat4
- Moderator Emeritus
- Posts: 730
- Joined: October 16th, 2012, 3:32 pm
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Re: Enlarging default unit images for portraits (1.12)
For umc units you can use a new Image path function, i used it recently myself, but i forgot the Name. ~XRBZ() or something. You have to Set the Unit Sprite as Portrait and append it with the wanted scaling between the brackets
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"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl