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Work In Progress / Some experiments
« on: February 19, 2012, 09:33:23 pm »
I figured out I'll start topic with my weird (?) experiments. It will be related to artwork only, because I know nothing about programming.
Anyway,
I really don't like how roof tiles don't "fit" into the walls. It's not possible to break 32x40 limit thus there's no way to move tile one pixel down. But it's possible to do it with walls - there's a "space" for one pixel up. Roof is nicely centered now (see attachment). Walls at Level 1 <==> 2 are seamless as well (original ones aren't). The only problem is that you can see uncovered "back" walls (which are black).
This is only working with OpenXcom (oh well, with MapView too). And because of that, and other improvements/fixes OpenXcom is my engine of choice for UFO (but I think I already mentioned about it).
Anyway, the best option would be to cover all, top parts of walls with tiles. The workaround is to create additional two pixels tiles (when using original walls) to "cover" two pixels of "front" walls. Another workaround is to create additional, small wall pieces that are placed above roof tiles (see one of TFTD's Port Terror buildings). It's looking really great, but doing all buildings like that isn't good idea, I think. Both workarounds would cost additional pieces for each tile (or wall), and more clicking when doing the maps. So what about this?
Selection is presenting original 32x40. I'm sure that at some point OpenXcom will get support of BMPs/PNGs/whatever. Engine is written from scratch so why not to break 32x40 limit for sprites (did I say that this kind of limits are ugly)? My thought is: sprite with 34x42 size (32x40 + one pixel for each direction). Engine would simply center tile (without cutting it) around selection I've made. This is only visual effect, LoF templates wouldn't be affected by this. Sounds great, or not?
Also, I'm reworking crafts look in base, since it's no near to what you can actually see in UFOpaedia, or on maps. So, say hello to new Interceptor, and Skyranger (they need some tweaks here, or there, but effect is really nice already):
(I must figure out how to replace images in BASEBITS.PCK - PCKView isn't able to load a correct palette for that file)
I've made shadow solid. Original one with "fake" anti-aliasing is looking nice, but only when craft is placed in hangar. On equip craft screen it's looking somewhat strange...
Also, also, I'm reworking Skyranger:
Original one looks kinda out of correct "perspective" with incorrect hull's shape, "flat" wings, and weird shadows... I do hope adding new frames won't be necessary... but I think not...
Anyway,
I really don't like how roof tiles don't "fit" into the walls. It's not possible to break 32x40 limit thus there's no way to move tile one pixel down. But it's possible to do it with walls - there's a "space" for one pixel up. Roof is nicely centered now (see attachment). Walls at Level 1 <==> 2 are seamless as well (original ones aren't). The only problem is that you can see uncovered "back" walls (which are black).
This is only working with OpenXcom (oh well, with MapView too). And because of that, and other improvements/fixes OpenXcom is my engine of choice for UFO (but I think I already mentioned about it).
Anyway, the best option would be to cover all, top parts of walls with tiles. The workaround is to create additional two pixels tiles (when using original walls) to "cover" two pixels of "front" walls. Another workaround is to create additional, small wall pieces that are placed above roof tiles (see one of TFTD's Port Terror buildings). It's looking really great, but doing all buildings like that isn't good idea, I think. Both workarounds would cost additional pieces for each tile (or wall), and more clicking when doing the maps. So what about this?
Selection is presenting original 32x40. I'm sure that at some point OpenXcom will get support of BMPs/PNGs/whatever. Engine is written from scratch so why not to break 32x40 limit for sprites (did I say that this kind of limits are ugly)? My thought is: sprite with 34x42 size (32x40 + one pixel for each direction). Engine would simply center tile (without cutting it) around selection I've made. This is only visual effect, LoF templates wouldn't be affected by this. Sounds great, or not?
Also, I'm reworking crafts look in base, since it's no near to what you can actually see in UFOpaedia, or on maps. So, say hello to new Interceptor, and Skyranger (they need some tweaks here, or there, but effect is really nice already):
(I must figure out how to replace images in BASEBITS.PCK - PCKView isn't able to load a correct palette for that file)
I've made shadow solid. Original one with "fake" anti-aliasing is looking nice, but only when craft is placed in hangar. On equip craft screen it's looking somewhat strange...
Also, also, I'm reworking Skyranger:
Original one looks kinda out of correct "perspective" with incorrect hull's shape, "flat" wings, and weird shadows... I do hope adding new frames won't be necessary... but I think not...