Author Topic: Graphics Programming Again  (Read 1420 times)

Offline Joseph Hewitt

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Graphics Programming Again
« on: November 27, 2009, 05:53:10 AM »
Yesterday I started writing a "Help Wanted" notice looking for a graphics programmer. Before I ask anyone else to join the project, though, I think I should try to get the house in order as well as I can. First off there are some terrible things in the graphics units which I'd prefer to clean up before anyone goes looking through the code. Second, I think I should get more specific about the desired look of the game.

At the moment almost all the buildings in space are made of brick. This is a bad thing. I've tried creating a cleaner, more high-tech looking wall.



The wall texture is based on Mischa's Story. The colors were taken from the sdl_colors file: Celadon and Ceramic, mostly.

I'm thinking of merging the terrain types "wooden floor" and "carpet", and simply name the resultant type "flammable floor".

The current tilesets are Default, Rocky, PalacePark, Industrial and Organic. I think I should probably add more specific options: Commercial, Hospital, Asteroid Station, and Derelict Spaceship would all be useful. I think each tileset should use a limited palette derived from the standard sdl_colors; this would provide unity for each set, and keep the appearance of the game close to the source material. If you'd like to try creating a tileset go for it.

I plan to convert all the terrain drawing routines to display lists; this should make the screen updates faster, though I'm not sure by how much. One fairly easy thing that could be done to improve the appearance of the game is to add several variant wall/floor textures; most wall tiles would use the standard texture, but some would use a different one. This way we could add access panels or display screens to buildings.

I've added a SensibleMesh datatype which is similar to SensibleSprite or SensibleTex but for meshes. There is now a mesh directory where all the meshes will be moved. I would like to convert the buildings and mountains to .obj meshes; again, if anyone would like to try their hand at doing this, let me know.

Finally, I created a new space backdrop using the same starfield generator that I use for the mecha profile pics:



I think it could stand to be a bit brighter, but not bad.

Offline Erathoniel

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Re: Graphics Programming Again
« Reply #1 on: December 01, 2009, 04:24:48 PM »
So wait, can the wall now have colors swapped out on the fly? Or is it just a texture with those colors? Is it possible to use a color swap like the sprites currently use for the scenery? That would make it much easier to determine faction boundaries/distinctions.

The starfield generator looks great, by the way.
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Offline Joseph Hewitt

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Re: Graphics Programming Again
« Reply #2 on: December 27, 2009, 07:55:50 PM »
It's just a texture with those colors.

The 2D SDL interface is now fully operational. Ripping the graphics from GH1 and 3D mode GH2 made things much easier. I only wish the rendering were faster- at the moment it's faster than 3D, but still slower than I'd like.

I've added a full mesh mode for 3D. With the switch turned on, all characters and mecha are represented by Phil's meshes. There are a few problems with the mesh handling- most notably, that skins need to be horizontally flipped to work properly.

After the next release I'm definitely putting a call out for a graphics programmer.

Offline Phil Munoz

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Re: Graphics Programming Again
« Reply #3 on: December 27, 2009, 11:15:48 PM »
not sure where to put this but i made a little haiho sprite.  Not very well, done.


Offline Joseph Hewitt

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Re: Graphics Programming Again
« Reply #4 on: December 29, 2009, 07:44:56 AM »
It's better than mine. I also tried a hand-drawn sprite for Tama, to be used as the default for all LABOR-type female characters. I used Ladi's sprite template as a base.



After reducing my original image it was tough to get the sprites to line up. Although the full-size version looks fine, once reduced turning the sprite around made it look like her head was growing and shrinking. This problem has been mostly fixed.

On a related note: as of the next release, default character sprites will be selected by job designation as well as by job name. The following designations have default sprites: ADVEN (bounty hunter), CRAFT (mechanic), FAITH (monk), MEDIC (doctor), MILIT (mecha pilot), POLIC (guardian), THIEF (bandit), and TRADE (shopkeeper). The designations ACADE, CORPO, LABOR (male), MEDIA, POLIT, and MOOK_ still need sprites.

I'd like to redo some of the character sprites, honestly. Most of the 3D rendered ones (created by me) look pretty bad. The sprites could also benefit from better standardization of height and shading.

Edit- As an aside, how do those of you who do hand-drawn sprites generally go about creating them? My usual method is to draw big then reduce, but in this case that led to problems. One advantage of drawing large then reducing is that the original images can later be used as concept art for 3D models. Would it be easier to try drawing at low resolution?
« Last Edit: December 29, 2009, 08:01:15 AM by Joseph Hewitt »

Offline Phil Munoz

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Re: Graphics Programming Again
« Reply #5 on: December 30, 2009, 08:41:51 PM »
For hand drawn sprites, I usually draw it in the final size right from the start.  I find it much easier this way because I'm sure of what little details end up in the final product.  It's also a lot easier to align and match sizes.  However, my style leans towards SD style sprites that some gearhead players are quite averse to.

Drawing it large and shrinking it could work, though like you know it's a pain to make them align well afterwards.

EDIT:

here's my shot at a corpo guy.  hand drawn in the final size.  He's a bit big-headed compared to the usual gearhead sprites.  It's hard to break bad habits.

« Last Edit: December 30, 2009, 10:13:07 PM by Phil Munoz »

Offline Erathoniel

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Re: Graphics Programming Again
« Reply #6 on: January 02, 2010, 11:42:04 AM »
I like the new sprites.
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Offline Joseph Hewitt

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Re: Graphics Programming Again
« Reply #7 on: January 03, 2010, 12:54:31 AM »
Here are some resources which may be useful if you'd like to try creating some game images.

A GIMP palette containing the GH2 game colors:
http://www.ataraxiatheatre.com/stuff/GH2_Game.gpl

A GIMP palette containing the colors recognized by the color switcher:
http://www.ataraxiatheatre.com/stuff/GH_Minimal.gpl

Ladi's big sprite template, shrunk down to the current sprite size:


The same thing as a gimp xcf image with layers:
http://www.ataraxiatheatre.com/stuff/worksheet_sprites_ladi_small.xcf

Offline Joseph Hewitt

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Re: Graphics Programming Again
« Reply #8 on: January 12, 2010, 10:19:34 PM »
The next release of GH2 will have 3D, 2D, and ASCII versions. Today I fixed some rendering problems the isometric version was having; it's now very fast and mostly complete. The only  thing I can think of that the 3D/ASCII interfaces have but this one doesn't is spaceship parts.

Offline SharkD

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Re: Graphics Programming Again
« Reply #9 on: January 31, 2010, 01:30:37 AM »
I think that the walls should be two times as high as they are currently. Or use something like the 16 frame "thin walls" that some walls in GH1 had.

I also think that, instead of empty space, the outside area should be the same height and use a similar texture as the walls. Or make the empty space black.

Could you post screenshots of all (three?) graphics modes to do a side-by-side comparison?
« Last Edit: January 31, 2010, 01:34:21 AM by SharkD »