Author Topic: Hi-Resolution Interface & Sprites...  (Read 45712 times)

Offline Zyxpsilon

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Hi-Resolution Interface & Sprites...
« on: February 11, 2011, 06:40:03 pm »
This thread will become a temporary placeholder for some HD graphics development subjects while trying to introduce anyone on concepts (in the reserved posts below) i believe might matter if such a project could ever be tackled or completed *WHEN* a solid final OX 1.0 version is finally released.

I intend to share and contribute as much stuff as possible over the next few months or even, until OpenX-Com has reached its predictable state of pre-release while considering it might provide us an engine where full HD assets can be properly integrated.

For those interested, here's a quick https://forums.galciv2.com/172808 to "show-off" some on my MOD work in GCII -- if anything, it proves quite well i've been a fan of Gollop's titles for years.

In the meantime... Want a Logo?
See below!
« Last Edit: February 16, 2011, 03:54:00 am by Zyxpsilon »

Offline Zyxpsilon

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Theory #1
« Reply #1 on: February 12, 2011, 04:49:17 am »
Let us begin - at the minimal introduction steps necessary.

I won't be bothering anyone with what most serious X-Com "developers" know already; the files structure & type, available toolset (much of it at either StrategyCore or the usual Wiki for quick inspection or dowload), the basic gameplay elements and a number of other important or completely irrelevant issues.

What i do know is this, though;

-- If someone wants to bother with a total revamping of the graphics by re-sizing, re-sampling, filtering, Alpha-Channeling, 24bits from a sweet low 256 colors in multiple runtime driven palettes and so on... they'll need the proper software and the skills.

-- A reasonable target for a rational attempt *MUST* include a 4x (that's four-fold, right there!) edit of everything - minimum, at least, no compromise, sealed from discussion -- you were warned.  ;)

-- The OX-Engine would need to compensate for stack space, memory footprints, routines & functions for IT.

So, to get to the subject of this post.

THEORY #1...

The Blaster Launcher paradox. (Which happened to me... Years ago, btw)
Refer to the image below.

Left-side = Original ... Right-Side = 400%, Bi-Linear, very slight sharpening for temporary clarity ... Proportional samples shown in Red boxes just to realize how big such a change would be introduced to the entire set of files.

The only problem with that processing (as a choice) is the fact that the items are "Encased" into limited width-height ratios and for a vast majority of the work -- some important pixels information can get lost in tight edges as shown by the Red Arrow.
Solution, Alpha Channel and 4 pixels (around, not one, not 5 - FOUR, that's 2 on the LRTB) worth of extra area to re-size the items "framing" for every single images. Background remaining "Black" (at times) to prevent under-shadowing issues in cases. Final product? Keep the Alpha layers since there's HUGE implications for both design and gameplay reasons - more on this later.

Secondly, the map tiles -- they also need plenty of extra re-sampling effects since seemless is a must for such Hi-Res project.
Something to think about while i step further into details in the next post(s).
« Last Edit: February 12, 2011, 04:26:15 pm by Zyxpsilon »

Volutar

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Re: Hi-Resolution Interface & Sprites...
« Reply #2 on: February 12, 2011, 02:57:23 pm »
Try better.
« Last Edit: February 12, 2011, 03:05:04 pm by Volutar »

Offline Zyxpsilon

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Re: Hi-Resolution Interface & Sprites...
« Reply #3 on: February 12, 2011, 04:03:36 pm »
Wow... superb SVG file. (You should reveal what you used & how you did it!)
I was going to "comment" about acceptable format(s) & quality rendering later on, but since someone seems to be interested into contributing already here's a quick RoadMap for development.

Such a project requires long term dedication and a whole lot of "knowledge" about tricky filtering applications;

1) BiCubic Smoother in Photoshop+ or with any free software alternatives such as Gimp! 2.6? Plugins, etc.
2) Size matters, 4X is a recommendation for most if not all items.
3) Alpha Channel, 24bits and the necessary use of an indirect system for specific palettes processing.
4) Pixelization feel of the original or blurring weirdness that could lead to some off-standard mess?

Just a few simple examples of important considerations before facts & duty by team.

Now, the RoadMap;

1) Hi-Res files.
2) See #1.

Contributions, suggestions, talent, commitments... accepted & encouraged!
 ;D
« Last Edit: February 12, 2011, 04:25:16 pm by Zyxpsilon »

Offline Zyxpsilon

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« Reply #4 on: February 12, 2011, 04:04:55 pm »
*Reserved for later use*

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« Reply #5 on: February 12, 2011, 04:05:29 pm »
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« Reply #6 on: February 12, 2011, 04:06:01 pm »
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« Reply #7 on: February 12, 2011, 04:06:30 pm »
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« Reply #8 on: February 12, 2011, 04:06:57 pm »
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« Reply #9 on: February 12, 2011, 04:07:18 pm »
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« Reply #10 on: February 12, 2011, 04:07:38 pm »
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« Reply #11 on: February 12, 2011, 04:08:10 pm »
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« Reply #12 on: February 12, 2011, 04:08:34 pm »
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« Reply #13 on: February 12, 2011, 04:08:57 pm »
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Offline Zyxpsilon

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Conclusions
« Reply #14 on: February 12, 2011, 04:09:20 pm »
Reserved for final use too!

This whole first page is entirely dedicated to basic concept.
« Last Edit: February 12, 2011, 04:12:31 pm by Zyxpsilon »