Rework dev/wip/spout to make water wider and more visible. Also adjust the

color to better match the sea arch set.  Add a reference layer of a sea tile
to spout.xcf.  Convert all the .png files to indexed mode to reduce size.
Update README with methods used to produce the graphics and remove comments
about issues with the original revision.  The .arc files have been modified
to add 'map_layer item' to prevent wall pieces from disappearing when these
archs are placed on top of them.


git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/arch/trunk@8161 282e977c-c81d-0410-88c4-b93c2d0d6712
master
kbulgrien 2008-01-10 05:23:13 +00:00
parent d4d27c1e74
commit 328f4ff730
10 changed files with 54 additions and 27 deletions

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@ -1,5 +1,14 @@
Changes for SVN top of tree:
Rework dev/wip/spout to make water wider and more visible. Also adjust the
color to better match the sea arch set. Add a reference layer of a sea tile
to spout.xcf. Convert all the .png files to indexed mode to reduce size.
Update README with methods used to produce the graphics and remove comments
about issues with the original revision. The .arc files have been modified
to add 'map_layer item' to prevent wall pieces from disappearing when these
archs are placed on top of them.
Kevin Bulgrien 2007-01-09
Add a set of "overlay" archs that are designed to sit on top of walls to form
a spout with water pouring out. The art is designed to separate the liquid
and spout to allow spout and fluid variations. The archs are WIP because they

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@ -18,57 +18,73 @@ pour_h2o.base.112.png
pour_h2o.base.113.png
pour_h2o.base.114.png : Animated pouring water to be placed over top of
the pour spout. This arch and associated graphics
are not quite perfected. The water is a bit to
dark for sea tiles, though might work for the
darker river water.
are not quite perfected. The water color is suited
for pouring into sea arch tiles.
===============================================================================
GRAPHICS
===============================================================================
The spout.xcf contains many individual layers of components used to create the
above artwork. Note that the water design was quite easy. A single color
water was drawn, then GIMP's Filters | Noise | HSV Noise... was used to vary
the color. The effect of the filter is somewhat random, so it was a simple
matter to generate variants of the water to make the water look like it was
flowing.
above artwork. Included are various wall styles and a sea tile for reference.
Note that the water design was quite easy. A single color of water was drawn,
then GIMP's Filters | Noise | HSV Noise... was used to vary the color. The
effect of the filter is somewhat random, so it was a simple matter to generate
variants of the water to make the water look like it was flowing. The filter
was applied, undone, and applied repeatedly until each frame had a good mix of
colors with few dark pixels. Further, the animation frames were each checked
to be sure the sequence looked like water falling.
HSV Noise settings that seemed reasonable were as follows:
Holdness: 2
Hue: 3
Saturation: 63
Value: 63
Holdness: 8
Hue: 8
Saturation: 80
Value: 160
The water is too dark to match the sea tiles, but might match the river water
colors.
The flowing water is visible on 32x32 tiles but if pixel size is small, it is
not very obvious. It is possible that picking a few more lighter color pixels
might improve that, but the water looks pretty good at 64x64 bits in jxclient.
The flowing water needs to be wider to show up the animation on 32x32 tiles.
It is even a bit hard to see at 64x64 in jxclient.
The graphics in spout.xcf are in RGB format instead of INDEXED form, so they
are not compressed as well as they could be. This is partly because there is
no point to converting to indexed while various layers have art not part of
either the spout or water.
The graphics are still in RGB format instead of INDEXED form, so they are not
compressed as well as they could be. The conversion to INDEXED should be done
before releasing the graphics.
To minimize file size, when exporting the the graphics to .png files, save
each frame to a .png. Close the .xcf, then open each .png and convert it to
indexed mode, resave, and close it. This ensures that each graphic's pallete
can be as small as possible.
===============================================================================
Furthermore, when saving, use Save As so that you get the Save as PNG dialog
which lets you choose the compression level and option. Uncheck all options
and select maximum compression before saving the .png.
===============================================================================P
POSSIBILITIES
===============================================================================
The possibilities of modular overlays becomes more evident if one concsiders
The possibilities of modular overlays becomes more evident if one considers
things like the following.
Use the same pour_spout.arc on any "tall" wall for a number of variations
on the wall/spout theme.
Now, increase the variability by writing new replacement for pour_h2o.arc
Create a few more spout styles that eject fluid in the same place to add
even more variety.
Then, increase the variability by creating new replacements for the water
along the lines of pour_blood.arc, pour_sewage.arc, pour_fire.arc, etc.
===============================================================================
PROBLEMS
MAP CONSIDERATIONS
===============================================================================
Presently pour_spout.arc and/or pour_h2o.arc cause a wall piece placed below
them to disappear. Only the floor graphic is visible. This is probably a
map layer issue, so some experimentation will have to be done to figure out
how to get the wall piece to stay visible below the spout and animated water.
The pour_spout.arc and pour_h2o.arc are no_pick 1 and will be placed by default
onn a no_pick layer. For some reason this causes the a wall piece under the
spout and pouring water to disappear, showing only the floor piece underneath.
For the wall to not disappear, the spout and water need to be on the items
layer. This can be done in a map file with `map_layer item`, but has been set
in the pour_spout.arc and pour_h20.arc files so mapmakers will not have to be
aware of this.

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@ -12,5 +12,6 @@ is_animated 1
magicmap blue
no_pick 1
anim_speed 2
map_layer item
client_anim_random 1
end

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@ -4,4 +4,5 @@ face pour_spout.111
type 79
magicmap blue
no_pick 1
map_layer items
end

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