The Gimp could rotate it

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Joined: October 5th, 2018, 10:43 am

The Gimp could rotate it

Post by vincitytaymodaimo » October 5th, 2018, 10:51 am

I was making a campaign the other day, and noticed that the walking corpse variant 'swimmer' is very hard to see in a swamp. It turns out like this, being cut half-way down as it enters the water.

So, I was wondering if anyone has an idea that is better than mine, which is as follows.
The modified one
I could not figure out how to fix the perspective, short of drawing it again.
I thought about raising the frame, but it would be off-centered then.
Perhaps someone with The Gimp could rotate it?

Nothing much, I know, but I thought it was a bit of a flaw with the current graphics.

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Re: The Gimp could rotate it

Post by shevegen » October 6th, 2018, 10:30 am

I think this is a general problem. I lately had a similar one when I was playing that
campaign with octopusses ... well cuttlefish.

They appear quite different depending on the depth of the ocean/water and I
remember mixing up units sometimes, in particular when the colour was similar.

I don't have a good solution for the graphic as such but from the interface, perhaps
some more visual cues could be given from the game code as such. Perhaps
the image on the very right being larger or more clear; or some way to highlight
a unit more prominently when the mouse hovers over it. Or something like that.

By the way, no real need for gimp - imagemagick commandline should allow
for simple image-rotations as-is. May perhaps even be used by wesnoth itself
in game.

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Re: The Gimp could rotate it

Post by beetlenaut » October 6th, 2018, 8:19 pm

Unfortunately, you can't rotate pixel art without ruining it. Wesnoth units use pixel art so they "pop" against the terrain. (Well, assuming they aren't half under water, anyway.) Rotating a grid of pixels isn't possible to do exactly, so computers usually use interpolation. Interpolation smooths the rotated image trying to make it look more like the original. That also makes the image a little fuzzy, which may not matter with a photo, but matters a lot with pixel art. Non interpolated rotations just move the pixels around without changing their colors, but that just leaves a mess. Here's a simple object zoomed in so you can clearly see the problem:
sword.png (6.27 KiB) Viewed 3596 times
So, the only way to rotate a unit image properly is to completely redraw it.

If it's enough of a problem for your campaign, you could make a new version of swamp that's not as deep. You could copy and paste the three [terrain_type]s used for swamp, and change their submerge= value. It's currently 40% like shallow water, and you could change it to 30% like ford or even less if you wanted.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide

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