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Not sure how to fix this as UMT can't tell what the mask shape is
But it does know if the sprite uses a separate collision mask (values here), so:
if sprite.SepMasks == 1 (Precise), <colkind> = 0
if sprite.SepMasks == 0 (AxisAlignedRect ie. Rectangle), <colkind> = 1
It's not perfect as Precise is also used for Ellipses and Diamond. But we know at least when Rectangle is being used, and Precise is probably a safe default in any other case.
The text was updated successfully, but these errors were encountered:
ithinkandicode
added a commit
to ithinkandicode/UndertaleModTool-ExportToProjectScript
that referenced
this issue
May 30, 2020
Atm
colkind
usesBBoxMode
, so sprites like this:Are exported like this:
In this example, because the
BBoxMode
is2
,colkind
is also set to2
Not sure how to fix this as UMT can't tell what the mask shape is
But it does know if the sprite uses a separate collision mask (values here), so:
sprite.SepMasks
==1
(Precise),<colkind>
=0
sprite.SepMasks
==0
(AxisAlignedRect ie. Rectangle),<colkind>
=1
It's not perfect as Precise is also used for Ellipses and Diamond. But we know at least when Rectangle is being used, and Precise is probably a safe default in any other case.
The text was updated successfully, but these errors were encountered: