Graphics that need work
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Thats the new client we are writing. It's lightning fast if you haveAaron wrote:What client is that? it looks good, but seems kinda akward and slow...
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).
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client
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.
http://wiki.metalforge.net/doku.php/dev ... ing_fixing
BTW, that client is awsome. Cant wait untill it gets to it's first release.
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
i've replaced the prison and the l_shop1 graphics today in crossfire+
http://www.ta-sa.org/files/sc/cfp_scorn4.png
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.
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
or rather: sum ergo bibendi
Yes, making it themable isn't a big problem. I'm also not completlyMith wrote:That client looks great! (just make sure it's 'themable' for those that don't like wooden borders on their screens),
happy with the wood

Yes, it does cache all that data. But we've had to patch the crossfire+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.
server to send enough information to cache the map data.
Yes, it's blurry because it's antialiased and there is no texture on them.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)
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).
Well, if one has a digi-cam he could photograph themMith 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.

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:

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:

Last edited by elmex on Wed May 03, 2006 9:55 pm, edited 1 time in total.
I don't render them in big and scale them down afterwards.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 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
