water animation

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Gambit
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Re: water animation

Post by Gambit »

[acronym=It is ready when it's ready]IIRWIR[/acronym]... AHEQ
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Re: water animation

Post by JackBarber »

Gambit wrote:[acronym=It is ready when it's ready]IIRWIR[/acronym]... AHEQ
Really...?
A post by Jetrel somewhere led me to believe you just wanted junk finished and put in the game rather than quality...
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Re: water animation

Post by Zerovirus »

Who would "you" in this case be? Rhyging? Jetrel? The developer team in general? The artists of Wesnoth in general?
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Re: water animation

Post by Lizard »

Boucman wrote:about animated water.... the problem is that rhyging5 seems to be MIA and a lots of tiles are missing. I could integrate the base tiles, which are done, but they probably need some recoloring. As for the beaches, we have a coule of them, mainly north facing, but we don't have enough and no cliff transition at all.
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Re: water animation

Post by Thrawn »

JackBarber wrote:
Gambit wrote:[acronym=It is ready when it's ready]IIRWIR[/acronym]... AHEQ
Really...?
A post by Jetrel somewhere led me to believe you just wanted junk finished and put in the game rather than quality...
If you are referencing the quintain, than I'd like to remind you that the reason Jetryl wanted him to work on animations was that there was a base frame of "high enough quality" to merit moving on to animations. Also, something that would appear in *every* map that was water in it by necessity must look as good as possible, due to the amount of exposure the animation would get.
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Re: water animation

Post by Aethaeryn »

Thrawn wrote:
JackBarber wrote: Really...?
A post by Jetrel somewhere led me to believe you just wanted junk finished and put in the game rather than quality...
If you are referencing the quintain, than I'd like to remind you that the reason Jetryl wanted him to work on animations was that there was a base frame of "high enough quality" to merit moving on to animations. Also, something that would appear in *every* map that was water in it by necessity must look as good as possible, due to the amount of exposure the animation would get.
Yes, the difference in exposure between just about every map in the game (including the two in the tutorial) and just the tutorial is tremendous.
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Eleazar
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Re: water animation

Post by Eleazar »

Thrawn wrote:Also, something that would appear in *every* map that was water in it by necessity must look as good as possible
More to the point, it should be better than what it is replacing. We'd have to trash a lot of graphics if we only allowed that which was "as good as possible", or even "as good as our average quality" in the game.

...That's always been my standard for committing stuff.

Or in this case, because it is much more convenient to coordinate with boucman with the files commited. It's in the trunk now, but it still has issues-- it's a judgement call weather it's an improvement at this moment..
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Re: water animation

Post by Boucman »

reverting is trivial, if we decide it's not good enough
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Re: water animation

Post by Jetrel »

Just to chime in, I really, really want to see this get in game. I'm busy for the next few weeks, but after that, I can put in some heavy lifting to make sure this gets completed.
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Eleazar
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Re: water animation

Post by Eleazar »

Jetrel wrote:Just to chime in, I really, really want to see this get in game. I'm busy for the next few weeks, but after that, I can put in some heavy lifting to make sure this gets completed.
If you want to do a different, similar ocean animation, i'll leave that to you. Otherwise i'll probably just rescale the animation a bit bigger and use that. Don't forget to check how it looks at night-- the heavy blue tint makes some blues harder to distinguish.
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Eleazar
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Re: water animation

Post by Eleazar »

We also need a new reef-- transparent or totally animated. I asked, and the artist had no layered files.
I'm working on the ford.
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Re: water animation

Post by Alarantalara »

Eleazar wrote: Otherwise i'll probably just rescale the animation a bit bigger and use that.
Be careful with that. Water waves tend to be relatively flat and low in deep water and tall and skinny in shallow, so scaling all the features up would look off. If you do, I'd suggest also reducing contrast a bit to get the appearance of flatter waves. Or, as an alternative, just speed up the animation in deep water, since waves move faster there.

References:
http://www.owrc.com/waves/waves.html
http://www.seafriends.org.nz/oceano/waves.htm
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Re: water animation

Post by Eleazar »

Alarantalara wrote:
Eleazar wrote: Otherwise i'll probably just rescale the animation a bit bigger and use that.
Be careful with that. Water waves tend to be relatively flat and low in deep water and tall and skinny in shallow, so scaling all the features up would look off.
I know, but it's not relevant. This is generic non-directional sloshing to make the water move but also work in a wide variety of situations and formations, not all of which are oceanic.

Shore-type waves will provided by a special water-to-land transitions weather the deep or shallow water is adjacent to the shore.
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Alarantalara
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Re: water animation

Post by Alarantalara »

There's still no reason it would be larger farther from shore unless it were directional. Keeping it the same size for both seems safest to me.
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Re: water animation

Post by beetlenaut »

Eleazar wrote:We also need a new reef-- transparent or totally animated. I asked, and the artist had no layered files.
The current reefs don't look anything like reefs really, and it would be nice if they were completely redone. (They were originally intended to replace the ford IIRC.) I attempted some reef tiles once, and I still think I was going in the right direction, even if I didn't get there. Maybe this could give you some ideas at least:
reef-test.png
reef-test.png (22.54 KiB) Viewed 4299 times
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