more item images for multiplayer use
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Kaldred: The shadows look good, now.
If you haven't already added it, at least shrink them by using the coins from the "gold" status icon instead. Things do get magnified in size, I was just saying that that was above and beyond what was necessary.Eleazar wrote:So are nearly all naturally small items, swords, rings, potions, flowers, etc.Jetryl wrote:Redeth's coins look nice - and are worthy of a commit. The others have coins which are far too large.
i'm adding a modified versions of stilgar's first coin pile.
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I'm not sure whether I like or dislike the tendency of many old games (8-bit and 16-bit era, mostly) to have a few sprites which you see wrong for a year or few (like a pile of armour looks like a dead fish, and you wonder why they made a pile or armour be represented by something that looks like a dead fish) before you finally get how you should be looking at it. On the other hand, it made things more fun because you could, among others, come up with all sorts of funny names for monsters because you had no idea what they were supposed to actually represent while they still looked like car interior heaters or something (but then again, I suppose that was only fun when you were a kid).Woodwizzle wrote:It kinda looks like a dead fish
- Bob_The_Mighty
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There were some odd green things that couldn't be killed in the spectrum 48k version of Gauntlet. My brother and I used call them Mr. Doorhandles. I don't think I ever worked out what they were meant to be.
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
- Eleazar
- Retired Terrain Art Director
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Yeah, coins that size would be about ideal. I'm not eager to redo it, but someone else may. It's IMHO "good enough" now. If it's in trunk it has a better chance of getting improved.Jetryl wrote:If you haven't already added it, at least shrink them by using the coins from the "gold" status icon instead. Things do get magnified in size, I was just saying that that was above and beyond what was necessary.Eleazar wrote: So are nearly all naturally small items, swords, rings, potions, flowers, etc.
i'm adding a modified versions of stilgar's first coin pile.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
Here some new pics from my statues. I´m very busy currently, but i try to work further on them. With the second one im not satisfied (I have a newer verion of this but i don´t want remake the pictures ). And the fifth one use the rotten plants of the third, but i will draw them new in the next version.
Some sugesstions to make them better?
A Problem by the ruined one is that the head going out of the hex so they must be used as halo.
Some sugesstions to make them better?
A Problem by the ruined one is that the head going out of the hex so they must be used as halo.
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- test.jpg (10.17 KiB) Viewed 5569 times
- Redeth
- Art Contributor
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They look quite good. You could add some details like small cracks and imperfections for a better "ancient stone statue" look.Kaldred wrote:Some sugesstions to make them better?
Alternatively, you can go 'heavy metal'...
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- Rojo Capo Rey de Copas -
- Eleazar
- Retired Terrain Art Director
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I'm not sure if items need to stay in hex, terrain doesn't necessarily.Kaldred wrote:Here some new pics from my statues. I´m very busy currently, but i try to work further on them. With the second one im not satisfied (I have a newer verion of this but i don´t want remake the pictures ). And the fifth one use the rotten plants of the third, but i will draw them new in the next version.
Some sugesstions to make them better?
A Problem by the ruined one is that the head going out of the hex so they must be used as halo.
I have no complaints except the top of the decapitated body should have a bit of an outline, and i agree the living vines shown don't look as good as the others.
It would certainly be a monumental achievement if you made these 5 variations of each unit you showed earlier.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
I noticed that lots of the items in wesnoth are 66x66 or 70x70 pixels large. Wesnoth will resize them them to 72x72 and thus make them blurry. Same for images that are too large.
I'm currently fixing the images already in trunk, but please keep this in mind.
This also answers Kaldred's question: Items can't exceed their hex.
I'm currently fixing the images already in trunk, but please keep this in mind.
This also answers Kaldred's question: Items can't exceed their hex.
Aurë entuluva!
- Bob_The_Mighty
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- Joined: July 13th, 2006, 1:15 pm
Using the halo key makes the image appear in front of units, which sometimes looks rubbish. It also makes the item visible in the midst of shroud which is not good.
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
Oh, I see. My bad, I suppose it can't be done then. Well, I suppose the OpenGL stuff will easily allow this without performance losses when it's done, so I wouldn't personally worry too much about committing larger-than-hex item images to trunk.Bob_The_Mighty wrote:Using the halo key makes the image appear in front of units, which sometimes looks rubbish. It also makes the item visible in the midst of shroud which is not good.
Thats was not a question Image´s will cut on the hex borders. Halo can be used, but how Bob_The_Mighty says they are a bad choose if a unit can move on this hex because then the unit will be cover from the item.mog wrote:This also answers Kaldred's question: Items can't exceed their hex.
But what are the reason that images scaled on the hex?
I think images should be handle like halo with the only different that their layer schould be lie under the units.