| Mr.Rubinshtein | what |
| Mr.Rubinshtein | its a theory |
| Mr.Rubinshtein | possible one |
| Mr.Rubinshtein | or i can suggest even easier and more probably version |
| Mr.Rubinshtein | you pick one specific angle and via code tell the game that as far the enemy runs away the more you scale down the canvas |
| Mr.Rubinshtein | it plays all frames |
| Mr.Rubinshtein | but canvas become smaller when enemy is away |
| PegPeregoGaucho | i think you are talking tripe |
| Mr.Rubinshtein | what do you mean? |
| AdrienTD | This is getting weird |
| Mr.Rubinshtein | |
| Mr.Rubinshtein | i think textures are placed wrong? |
| AdrienTD | I edited the water's UVs |
| AdrienTD | You can find them at 0x0202ea18 |
| PegPeregoGaucho | whats up with the corrupted pixels? is it reading after the texture ended? |
| AdrienTD | I think I made the UVs too large 💩 |
| Mr.Rubinshtein | i think you misplaced the water UV or ye as you said you made it too big and it touched the nearby textures and projected them on mesh |
| Mr.Rubinshtein | cause i am guessing that each texture has its predetermined place on an atlas |
| Mr.Rubinshtein | they are called trim sheets to be more precise |
| AdrienTD | |