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Theoretical and practical ideas of graphic

Posted: Thu Mar 11, 2010 4:07 pm
by bC
Greetings, nice to be here.

I came in touch with crossfire some weeks ago, and played a bit around with it (on my server at home).
Here are some thoughts about the graphics.
My comparision to Ultima 6 or 7 does not mean I want to make CF an Ultima game, its here 'cause in my humble opinian U7 is one of the bestlooking games with an similar graphical style.

Lets start.

I noticed that the graphics aren't as limited as they appear,
for the specs say 32x32 256color tiles.
But, although the pics are nice done, they carry their history.
Why does even an Ultima VI look better?
(This isn't meant to offense the original artistst, but while in 1995 there was some sense in doing things as they were done, in 2010 the most reasons are gone, most PCs have the power for better graphics).

1. Colors

To stay by the example, U6 uses three different colored woods. Table, chair, wall, they fit in their colors good together.
While its good to use similar colors in the game to make things neatless, too generic colors fail greatly for most users can't see them anymore.
A good example would be the yellowish dirt floor. This kind of yellow, as seen in Paint on windows 3.x makes my eyes bleeding because of painfull cancer.

2. Neatless

Here cames the tricky one. U6 uses an rotated "military isometrical view", while crossfire uses a clean cavalier perspective. This means in CF the side-walls don't occupy a complete tile (implicated the horizontal walls are 32px height), while in U6 they do.
Not a real big deal, but:
You can't set an stonefloor for inside an house, and have it surrounded by grass. Either you'll have grass in the house, or stone around it.
On an symbolic approach like seen in Nethack thats ok, but it will displace the graphics.

Solution:
Applying walls to one tile-side (in my example below I took topright).
For this to look good the mapdesigner has to use it properly, or it will look displaced again (which, in turn means on old maps it doesn't look worser for its already displaced).


Below you can see an simply and fast drawn example pic, is an redone "wwall" set. I used the ideas from above to do it.

Image

Its a bit low-contrasted, sorry.

As you can see, its bigger and won't fit with the other walls, wich menas theres need to replace them all.

I tested this set on my server at home, it works even with gtk1-client.

And here's my point, we can make the graphics much betterlooking, the possibilitys are there.

Of course this are just ideas and a good base for discussion, but if there is interest Iam sure I can rework most wall within two months.
I can provide an template on the formate above so other can work it too.

I hope this will at least be an interesting discussion, thank you for reading.
Regards, Daniel

Re: Theoretical and practical ideas of graphic

Posted: Fri Mar 12, 2010 9:18 pm
by Leaf
bC wrote: As you can see, its bigger and won't fit with the other walls, wich menas theres need to replace them all.
So, all wall graphics will need to be redone so they blend together and to achieve what you described earlier about the floor tiles *not* extending beyond the walls?

Or will the maps need to be reworked, or reworked as well?

Posted: Sat Mar 13, 2010 6:06 am
by mwedel
I suspect the lack of distinct colors is more an left over from when crossfire images were limited to a palette of 24 colors or so.

No one has gone through and re-colored all of those images, so in many cases, the images still have the non distinct color.

I'm sure no one will complain if you want to recolor those images. Same for the walls - if it requires map updates, that is more work, but I think adjusting the alignment of the walls shouldn't require all maps to get redone (some may need cleanup for things like the floors).

I suspect a bigger issue with wall alignment may be placement of other images, like doors, within the walls - you would now need a top aligned door, bottom aligned door, etc, for it all to look good.

Posted: Sat Mar 13, 2010 3:37 pm
by bC
The alignment is side-bound, on my example to the left, so to take advantage of it the map designer should move the right wall one tile to the left or the floor one tile to the right, if it isn't corrected it doesn't look better/worser as now.

CF hasn't too much doors, I would do them with the walls, but it isn't too distorting,
on my homeserver it was ok.

I'll make this weekend 2 or three wallsets and post some screenshots of scorn, then we will see how it fits, thats the best idea.

------

So, here are the pics:
Tile alignment:

Image
This is Scorn castle, the leftmost picture shows the original tiles, the middle shows my replacement-set, without any changing to the map (except for the windows, sorry, I couldn't resist), the rightmost pic shows the adjusted floor.

I think it doesn't make things looking more ugly, even without changing the map. By the way, we can now lay outer-tiles under the windows for an "look-through" effect, as seen on the right pic.


Doors:

Image

As you can see, the original doors fit quite right into the new set.

Here it gets interresting, 'cause the wall-base is on the left, the left wall-end (the tile right to the doors) either leaves space or won't fit perfectly.
I think this doesn't hurt because they are mainly used for the doors, so we set it fitting to the doors (as I did on my screenshot), and include for any other use an optional tile like the "half"-pics in the swall-set.
Additional to this we can include an optional doorframe, wich looks good when used, but on old maps it remains unchanged (like above).

So, I was just happy, it remains backward compatibel and looks good...
Until I turned on smoothing in my client.
:evil:

Now on the scron castle map the grass was inside my walls.
I'll think about it the next days to find an easy solution.

Regards, Daniel

PS:
Here you can download the redone swall-set with the maps scorn-castle 1 and 2 so you cann look at it in the editor. Have fun.
The swall set hasn't the door-compatible left-wallend-tile now, be aware.

http://burningchromemusic.demonicempire ... all.tar.gz

Posted: Tue Mar 16, 2010 11:07 pm
by Panthera Leo
If shifting the walls position in the tile is a issue, may I suggest the "smoothing" approach already in use just be reapplied here for legacy maps?

Though I confess understanding all of the the thread entirely at this point as beyond me as I'm a bit fried from misc. topics today. (APNGs, C++ standards, and other "stuff")

Posted: Wed Mar 17, 2010 3:52 am
by mwedel
The new graphics look nice - definitely worth adding.

The smoothing can be controlled in various ways. I believe there is a map attribute the controls smoothing or not (which is useful to set for indoor maps so you don't smooth them, since that generally isn't desirable)

For cases where smoothing may be desirable on some portions of the map and not other, I believe there is a alternate archetypes in many cases that do not have smoothing.

Posted: Wed Mar 17, 2010 11:00 am
by Ragnor
These graphics modifications are definitely an improvement. Worth adding, even if map changes are necessary.

Posted: Fri Mar 19, 2010 7:03 pm
by bC
I looked yesterday closer to my map-editor and found the smoothing-settings.
So things remains as above, if unchanged it doesn't map better or worser, if changed you have to take the smoothing into account too.

I'll start building some sets more and publish them from time to time here, next week is a bit messy but on Friday I think I'll upload some.

Posted: Tue Feb 24, 2015 10:07 pm
by bC
Hello,

as I some years ago made this thread I got into a troublesome time, so all this fell under the table, sorry for that.

I did a new version of stwall:

Image

The set can be downloaded here:

http://von-xanten.net/crossfire/stwall.tgz

My questions:

How do you like it ?

Can I use png transparency (e.g. to smooth the edges of the walls or make proper windows) ?

Would a greater variety be welcome (without too much work I could produce for example a more reddish and an weathered version of this) ?

Could somebody who is not me implement it (my spare time is a bit limited) ?

If there is interest, I could gradually work myself through the tiles over time, but it would take some time (final exams are near, therefore I work a bit when I get some spare time), and somebody would need to do the implementing, since I'd like to only supply the graphics without getting my hands dirty on code (same reasons).

Best Regards,
Daniel

Posted: Sat Feb 28, 2015 10:35 am
by Ryo
Hello :)

bC wrote:Hello,

as I some years ago made this thread I got into a troublesome time, so all this fell under the table, sorry for that.

That's ok, we're not in any hurry ;)
bC wrote: I did a new version of stwall:

(snipped)

My questions:

How do you like it ?
It's pretty nice, thanks a lot!

In order to integrate it into Crossfire, it needs to be under the GPL license or some other free licence, is that ok for you?

Note also that there are 2 animations with this wall, for which one probably needs to adjust the pictures too.

bC wrote: Can I use png transparency (e.g. to smooth the edges of the walls or make proper windows) ?
Yes, you can.
bC wrote: Would a greater variety be welcome (without too much work I could produce for example a more reddish and an weathered version of this) ?
The more graphism, the best :D
bC wrote: Could somebody who is not me implement it (my spare time is a bit limited) ?
Quite possible, indeed. Merely changing the colors shouldn't be too hard.
bC wrote: If there is interest, I could gradually work myself through the tiles over time, but it would take some time (final exams are near, therefore I work a bit when I get some spare time), and somebody would need to do the implementing, since I'd like to only supply the graphics without getting my hands dirty on code (same reasons).
If you feel like contributing graphism, feel free, we'll take care of integrating them into the game - no coding required for you at all!


Thanks

Nicolas