Yes it is so.. You are sausage
32x32 textures.
So basically, can you change the existing spritesheets to the updated versions (let's say I add a 32x32 spritesheet full of 32px sprites or a 64x64 one, whatever), or do you have to make new ones and go through a process to make the game read 32 and 64 px sprites? I'm interested in redoing the tiles and objects so that maps and terrain looks "HD" or whatever, just to see if it can be done. Or can't it be done?
Ah, okay. So when you say edit the existing code for the spritesheet, do you mean that something has to be changed somewhere else so that the game recognizes 32x32 (or higher) sprites, or is there code directly built into the spritesheet file that I'm unaware of? Sorry if I'm asking dumb questions man, I'm just interested in getting better at this stuff and I really appreciate you answering.
No... You can't actually do this. There is even a limit for all clients. You got to remember that you can't make something ingame having a larger x and y than your client. In my and vooolox's zombie server i tried to add a hd m4a1 but even with ScaleValue xml codes for items there is so many pixels that if you set the scalevalue to 0.0001 it will still be larger than your whole inventory. So making hd in rotmg is quiet impossible except if you remake the game.
And even tho, if it was possible i guess Ossimc84 and Slendergo would have done it on their zombie source. Sorry for mentioning yet again @Slendergo
And even tho, if it was possible i guess Ossimc84 and Slendergo would have done it on their zombie source. Sorry for mentioning yet again @Slendergo
32x32 sprites you say?
Better prepare those MLP sprites I've wanted to use.
Better prepare those MLP sprites I've wanted to use.

Make 128x128 skin
Make 1080x720 skin plz




(Except skin)