Mainline campaign sprites and animations needed

Contribute art for mainline Wesnoth.

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Celtic_Minstrel
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Re: Mainline campaign sprites and animations needed

Post by Celtic_Minstrel »

Ravana wrote:
Celtic_Minstrel wrote:There should definitely be a nice convenient tool where you input an IPF and it displays the resulting image for you...
Dugi made Image loading tester for that.
Well, that's great to know about, though I was kinda thinking of something within the main Wesnoth app (particularly since some of the newset IPF additions – ~ADJUST_ALPHA() and ~CHAN() – also depend on WFL).
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Ravana
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Re: Mainline campaign sprites and animations needed

Post by Ravana »

That exists too,

Code: Select all

  --render-image arg              takes two arguments: <image> <output>. Like
                                  screenshot, but instead of a map, takes a
                                  valid wesnoth 'image path string' with image
                                  path functions, and outputs to a windows .bmp
                                  file
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zookeeper
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Re: Mainline campaign sprites and animations needed

Post by zookeeper »

Good news: looks like image_mod -based shifting can work out okay. It's a bit tricky, but good enough for now at least.

Of course this doesn't make the units look "like chaos units" or anything like that, but it does give them a bit different appearance from the guys armoured in bright shiny blue.

Code: Select all

#define ARMOR_SHIFT NEWCHAN ORIGCHAN
if(red <= green and green <= blue + 3, ({NEWCHAN} / 255.0)^2 * 255.0, {ORIGCHAN})#enddef

    [effect]
        apply_to=image_mod
        add="CHAN({ARMOR_SHIFT blue red}, {ARMOR_SHIFT green green}, {ARMOR_SHIFT red blue})"
    [/effect]
Attachments
loyalist_armour_shift.png
loyalist_armour_shift.png (128.12 KiB) Viewed 3376 times
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ForestDragon
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Re: Mainline campaign sprites and animations needed

Post by ForestDragon »

Looks great in my opinion! :)
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Re: Mainline campaign sprites and animations needed

Post by Eagle_11 »

Looks like there are rogue pink pixels in all 3 cavalry sprite's teamcoloring, under the helmet area.
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zookeeper
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Re: Mainline campaign sprites and animations needed

Post by zookeeper »

Eagle_11 wrote:Looks like there are rogue pink pixels in all 3 cavalry sprite's teamcoloring, under the helmet area.
Huh, well spotted. Fixed.
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Re: Mainline campaign sprites and animations needed

Post by Celtic_Minstrel »

Ravana wrote:That exists too,
Oh wow! That's good to know about, for sure.
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Vyncyn
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Re: Mainline campaign sprites and animations needed

Post by Vyncyn »

If the loyalist recolouring per code works, is it even necesarry to redraw the commander in a darker hue?
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zookeeper
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Re: Mainline campaign sprites and animations needed

Post by zookeeper »

Vyncyn wrote:If the loyalist recolouring per code works, is it even necesarry to redraw the commander in a darker hue?
Well, if you do, then you can precisely decide which kind of colouring it has, whereas with the auto-recolouring it'll depend on what kind of formula I'm able to cook up. On one hand, making it blue and using the auto-recolouring will mean it'll be consistent with all other blue-armoured units, but on the other hand, there's nothing wrong with making it consistent with the HI line's colouring instead. If you have no particular artistic preference either way, then just go with the blue.
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Re: Mainline campaign sprites and animations needed

Post by Vyncyn »

He doesn't recruit HIs, so it would make more sense to make him consitent with the other units.
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Re: Mainline campaign sprites and animations needed

Post by Samonella »

Vyncyn wrote:He doesn't recruit HIs, so it would make more sense to make him consitent with the other units.
If you want a mixed sword/bow leader that's consistent with loyalists... why not just use the lieutenant or general? I thought the whole point of the "Human Commander" was a leader that's ambiguous enough to make sense with either outlaws or loyalists. Of course I'm not in a position to complain either way, but my vote would be against having much armor, especially against loyalist-blue armor.

On a different note, I love the loyalist's recolor. Perhaps a buff in sand should go along with it? Maybe not something as drastic as full movement, but 40% defense would make sense imo.
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Re: Mainline campaign sprites and animations needed

Post by Celtic_Minstrel »

I personally can't really see the sergeant line fitting in with outlaws in most cases. It definitely feels like more of a loyalist leader to me.
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Re: Mainline campaign sprites and animations needed

Post by Samonella »

Celtic_Minstrel wrote:I personally can't really see the sergeant line fitting in with outlaws in most cases. It definitely feels like more of a loyalist leader to me.
Right, that's what I meant to say. It sounded to me like the new Human Commander was going to be a awful lot like the sergeant line, and I was arguing against that because (imo) the Human Commander shouldn't be too loyalist-looking; otherwise there's no point in making him a separate unit.
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Re: Mainline campaign sprites and animations needed

Post by Vyncyn »

I don't care wich version is used. If more people like the outlawish design then we should put that one in game. I just need to know in case I have to make further edits to it or make an animation.
Personally I'd suggest to use the first version with the blue breastplate of the last version I made.
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Re: Mainline campaign sprites and animations needed

Post by ForestDragon »

Vyncyn wrote:Personally I'd suggest to use the first version with the blue breastplate of the last version I made.
good idea!
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