haha, that's all goodHi, I would like to first say thank you for at least answering, I still didn't quite understand what you were talking about at this point (how much VRAM do you have free in VRAM A and VRAM B? You only have 3 MB for each screen) and by the way hahahaha I just now realized that for some reason I didn't translate the previous post, sorry).
So about the size of the sprites, together these 2 sprites weigh 135kb View attachment 490000View attachment 489998View attachment 489999
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So, urgent news, I managed to make the texture display, but now the problem is different, this slider doesn't move anymore (but I'll solve that myself (well, that's what I think))![]()
- Ok so I see a few thighs...
I am assuming you are making a scrolling bar for the bottom of your screen correct?
You need to make the image a multiple of 4 or 2. I don't know if you know this or not so I'm going to assume you are new to game development and I want to introduce a fundamental rule about art assets in 3D and 2D UI spaces. In video games all textures that are used in 3D space ( with a material ) must be a multiple of 2. 32+32 = 64 64+64 = 128
that is 32, 64, 128, 256, 512, 1024 Pixels squared.
so like 128x128 pixels texture is good or you can do 128 x 256 pixel texture, any combination of numbers that can be divided by 2 will work.
In this scene - the background the floor and the character are 3D objects that would need to have textures with multiples of 2.
Now for UI textures are 2d elements, like your scroll bar. Now you don't have to divide by 2 though it is allowed but you can also divide by multiples of 4.
4, 8, 12, 16, 20, 24, 24 ...All I am doing is simply adding +4 pixels to increase the size
It can be a little confusing when you are new to game development. They Key thing is you want to make your textures for 3d objects be divisible by 2 and UI objects to be divisible by 4 so it is easy for the GPU to calculate. This is a rule in all video games. I'm explaining this because I want to save you from more headaches later
The Steps
If you are confused that's ok I will tell you exactly what you need to do.
We need to shirk the size of your texture by removing extra invisible pixels , we need to make it a multiple of 4 or 2 Then we need to turn off the scrolling script and some other settings so we can do isolated testing. I understand you want to make a scroll bar but 1st we need to make sure the graphic works by itself before we add extra complexity, 1 step at a time
ok so here is some more info. The 3DS is ( Top ) 400x240 by 320x240 pixels.
There is no point making a UI image larger than the screen resolution because the screen cant display it all and it will eat up more memory which the 3DS has very little of. Your current Scroll image is 256 x 501. that is pretty big for the bottom or even the top screen. While the width is
256 which is a multiple of 2 the height is 501 which is not divisible by 4 or 2.
So based off the image you sent and the size I think you are going for...I say..
1. Crop and rescale the scroll image so it is 68 x 220 pixels. Get rid of the empty space. it takes up memory and serves no purpose.
based off your screen shot I say making the image 220x68 pixels. This will work fine for your needs. you should always try to avoid scaling down an image for the UI. If you bring the UI image in and you have to scale it down then it is too big.
2. disable some settings for testing.
disable Ray cast target, turn off clockwise, turn on Preserve aspect and Turn off the scrollbar script for now.
lets see if it exports and shows up in Citra. 1st we test the image. if it works then we move on to turning on the script. if that works keep working on your stuff..
If the image shows up but when you turn on the script the image disappears then there is a problem with the scroll code. The idea here is to simplify objects that have problems down to the most basic elements for testing and add complexity as you see thighs work. Patients is key don't try to rush the steps by doing a bunch at once because then you wont know where the problem is. is it the image? the placement? or the code? doing it in parts helps.
try the suggestion and see if it appears in Citra.
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happy to hear you got it to display -Hi, I would like to first say thank you for at least answering, I still didn't quite understand what you were talking about at this point (how much VRAM do you have free in VRAM A and VRAM B? You only have 3 MB for each screen) and by the way hahahaha I just now realized that for some reason I didn't translate the previous post, sorry).
So about the size of the sprites, together these 2 sprites weigh 135kb View attachment 490000View attachment 489998View attachment 489999
Post automatically merged:
So, urgent news, I managed to make the texture display, but now the problem is different, this slider doesn't move anymore (but I'll solve that myself (well, that's what I think))![]()
from the image I have seen there is no visual indicator that something scrolls.
I guess you are using invisible buttons?
Sadly I cant help much on code. I recommend you look at some Unity scroll bar tutorials on Youtube. Id recommended one but its not in Russian.
for anyone else following along Christina Creates Games is a very in depth tutorial series on UI - I highly recommend it:
https://www.youtube.com/@ChristinaCreatesGames
Keep at it! you got it!
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