Akven wrote:This is an issue of alignment, not scale. When you replace the bitmaps, they still keep the old alignment and bounding box, which makes no sense if the resolution has changed. You would have to use the sequence editor to manually adjust this.
Do you have any kind of instruction/manual for exactly this part. I understood everything else except the alignment and bounding box and how to change it in sequences
I even found that I can pull the yellow rectangle, but I don't know what it all means and what I need to achieve. And also only the height is fully resizable.
Width is cannot be pulled by either right of left side - it just change its size from the center of the rectangle. I cannot move it to fully fill my new upscaled sprite
The yellow rectangle is the hitbox/selection box.
The red dot is the key point (where attack projectiles are spawned).
The green dot is the registration point, or origin. This is the "position" of the object in game, and is typically placed between a unit's feet. Compare other collections to see where this goes.
You can't move the yellow box, only change its size. To properly center the sprite inside, you need to move the sprite bitmap itself.
To move the bitmap, first make sure the sequence is open in the editor (the one that shows the yellow box). Click the background so that the view area is highlighted (has a light blue border around it).
Then hold f5, f4 or f3 depending on what you want to do, and click/drag the bitmap. As you are holding down an f key, text will appear in the upper left corner indicating the action to be performed.
BTW I don't recommend trying to do this for unit sprites as it will be pretty much impossible to get good results, as I am sure you will quickly discover.. This is is why we are using a smart tool to perform the alignment. I'm only suggesting this for scenery to create a proof of concept for ESRGAN.