Graphics that need work

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Aaron
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Post by Aaron »

What client is that? it looks good, but seems kinda akward and slow...
elmex
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Post by elmex »

Aaron wrote:What client is that? it looks good, but seems kinda akward and slow...
Thats the new client we are writing. It's lightning fast if you have
hw acceleration for OpenGL. And even without hw acceleration it is
reasonably usable.
It's just not yet ready enough to be released.
(Inventory is still missing, but i will soon implement it).
We wrote it to try out some new ideas and implement some ideas from
other games (for example heathbar and name of players visible on the map).
techolous
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client

Post by techolous »

Wikipage to dump name of said gfx on:
http://wiki.metalforge.net/doku.php/dev ... ing_fixing

BTW, that client is awsome. Cant wait untill it gets to it's first release.
elmex
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Post by elmex »

just a sidenote:
i've replaced the prison and the l_shop1 graphics today in crossfire+
http://www.ta-sa.org/files/sc/cfp_scorn4.png
Mith
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Post by Mith »

That client looks great! (just make sure it's 'themable' for those that don't like wooden borders on their screens)
One of the features that look most promising is the 'radar, especially if it doesn't 'forget' the data if you enter a building/dd/recall etc. so that it restores as much data as you could possibly know.

The 3d houses on the other hand look verry blurry. I guess that's due to lack of detail on the textures (or perhaps too much detail that's all blurred into one color on resizing)
The idea of modelling the houses is great. (I have been thinking about it as well, but I can't find time) The gfx will look much better than the default tileset if done well, the only problem (which is quite a problem) is to find good textures.
Bibendi ergo sum
or rather: sum ergo bibendi
elmex
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Post by elmex »

Mith wrote:That client looks great! (just make sure it's 'themable' for those that don't like wooden borders on their screens),
Yes, making it themable isn't a big problem. I'm also not completly
happy with the wood :)
Mith wrote: One of the features that look most promising is the 'radar, especially if it doesn't 'forget' the data if you enter a building/dd/recall etc. so that it restores as much data as you could possibly know.
Yes, it does cache all that data. But we've had to patch the crossfire+
server to send enough information to cache the map data.
Mith wrote: The 3d houses on the other hand look verry blurry. I guess that's due to lack of detail on the textures (or perhaps too much detail that's all blurred into one color on resizing)
Yes, it's blurry because it's antialiased and there is no texture on them.
Texturizing them can still be done later, for the moment i've only modelled
the houses with primitive material colors (as they would still
improve the graphics IMHO).
Mith wrote: The idea of modelling the houses is great. (I have been thinking about it as well, but I can't find time) The gfx will look much better than the default tileset if done well, the only problem (which is quite a problem) is to find good textures.
Well, if one has a digi-cam he could photograph them :) And yes,
the default tileset looks more textured, but most monsters have
only one facing.
And also, rendering monsters down to 32x32 pixels with the current
perspective limits their size and the possible detail of them considerably.

I would love to double the tilesize by 2... And i also would love that
tall things don't span over the map-tiles. I can't i go over a tile where
i see the top of a tower. Making the whole perspective isometric
would be cool :)
(and also quite easy if everything would be modelled).

Today i modelled new goblins:

Image

They have 8 facings and 2 frames. Modelling took me around 4 hours.
There isn't much of a texture on them and they also look blurry.
But i guess the blurryness is just the price you have to pay when
rendering something on 32x32 pixels with antialiasing.

On top of that i modelled a new fort:
(see the dragon guild and the jail):
http://www.ta-sa.org/files/sc/cfp_forth_rework.png

PS: You just have to know that this goblin looks more like an alien
insect:

Image
Last edited by elmex on Wed May 03, 2006 9:55 pm, edited 1 time in total.
Aaron
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Post by Aaron »

holy crap thats one scary goblin.

btw, what happens if you render it with a mainly green texture, before you scale it down? if you simplify the colours, it might look more "normal" at 32x32...
elmex
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Post by elmex »

Aaron wrote:btw, what happens if you render it with a mainly green texture, before you scale it down? if you simplify the colours, it might look more "normal" at 32x32...
I don't render them in big and scale them down afterwards.
I set the yafray output size to 32x32 pixels. I belive it's more
accurate to let the renderer determine the color of a pixel and let
it do the anti-aliasing.

And i already tried a completly green body. The texture didn't really made
any difference :)
Aaron
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Post by Aaron »

i was just thinking that that would resolve some of the "fuzzy" on buildings and stuff, as the goblins also arent the clearest in that colour...
Monger
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Post by Monger »

I really like this as a starting point, but unless we up the resolution the images will be fuzzy. Only other option I see is to have a pixel artist tweak the images to display better.
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