diff --git a/CHANGES b/CHANGES index ec2c7dc94..b09732cb3 100644 --- a/CHANGES +++ b/CHANGES @@ -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 diff --git a/dev/wip/spout/README b/dev/wip/spout/README index cffc55746..879e09878 100644 --- a/dev/wip/spout/README +++ b/dev/wip/spout/README @@ -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. diff --git a/dev/wip/spout/pour_h2o.arc b/dev/wip/spout/pour_h2o.arc index d7edfb1f6..6acabf3bf 100644 --- a/dev/wip/spout/pour_h2o.arc +++ b/dev/wip/spout/pour_h2o.arc @@ -12,5 +12,6 @@ is_animated 1 magicmap blue no_pick 1 anim_speed 2 +map_layer item client_anim_random 1 end diff --git a/dev/wip/spout/pour_h2o.base.111.png b/dev/wip/spout/pour_h2o.base.111.png index 400b8e0a8..3e2600254 100644 Binary files a/dev/wip/spout/pour_h2o.base.111.png and b/dev/wip/spout/pour_h2o.base.111.png differ diff --git a/dev/wip/spout/pour_h2o.base.112.png b/dev/wip/spout/pour_h2o.base.112.png index 2bff2e31b..606f89167 100644 Binary files a/dev/wip/spout/pour_h2o.base.112.png and b/dev/wip/spout/pour_h2o.base.112.png differ diff --git a/dev/wip/spout/pour_h2o.base.113.png b/dev/wip/spout/pour_h2o.base.113.png index 924a4ea75..4d2faffb7 100644 Binary files a/dev/wip/spout/pour_h2o.base.113.png and b/dev/wip/spout/pour_h2o.base.113.png differ diff --git a/dev/wip/spout/pour_h2o.base.114.png b/dev/wip/spout/pour_h2o.base.114.png index 4df7796ed..d5696bb6e 100644 Binary files a/dev/wip/spout/pour_h2o.base.114.png and b/dev/wip/spout/pour_h2o.base.114.png differ diff --git a/dev/wip/spout/pour_spout.arc b/dev/wip/spout/pour_spout.arc index cf7752428..15c54c319 100644 --- a/dev/wip/spout/pour_spout.arc +++ b/dev/wip/spout/pour_spout.arc @@ -4,4 +4,5 @@ face pour_spout.111 type 79 magicmap blue no_pick 1 +map_layer items end diff --git a/dev/wip/spout/pour_spout.base.111.png b/dev/wip/spout/pour_spout.base.111.png index 190a01105..70071cc46 100644 Binary files a/dev/wip/spout/pour_spout.base.111.png and b/dev/wip/spout/pour_spout.base.111.png differ diff --git a/dev/wip/spout/spout.xcf b/dev/wip/spout/spout.xcf index 75faee3a5..db26eeaef 100644 Binary files a/dev/wip/spout/spout.xcf and b/dev/wip/spout/spout.xcf differ