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|ID||Category||Severity||Reproducibility||Date Submitted||Last Update|
|0006073||[DCSS] Upload: Graphics||minor||have not tried||2012-08-15 07:33||2013-07-23 22:46|
|Status||resolved||Product Branch||0.11 ancient branch|
|Summary||0006073: Crypt wall/floor tiles|
|Description||Edited version of old crypt tiles.|
|Tags||No tags attached.|
crypt_walls.png [^] (21,540 bytes) 2012-08-15 07:33
crypt_floors.png [^] (6,922 bytes) 2012-08-15 07:33
crypt-tiles.png [^] (278,504 bytes) 2012-08-16 23:56
crypt2.png [^] (151,950 bytes) 2012-08-17 09:53
crypt_doors.png [^] (7,344 bytes) 2012-08-17 09:54
crypt_walls2.png [^] (21,779 bytes) 2012-08-17 09:55
crypt_vertical_doors.png [^] (5,625 bytes) 2012-08-24 21:48
crypt_vertical_doors2.png [^] (5,447 bytes) 2012-08-24 21:51
crypt_vertical_doors3.png [^] (7,927 bytes) 2012-08-24 22:42
|Beautiful. However, it's ridiculous for a Crawl tile to use 2,000+ colors.|
|Not in my opinion. I believe we should use as many colors as we need if it creates better results. We already have ascetic console version, so I don't think we should restrain ourselves with tiles.|
2000 is wrong. A floor/wall tile should use have 4096 colours, minus a few that happen to end up with the exact same value, due to 256-level quantization of R/G/B components.
That Denzi uses a primitive unoptimized 256-colour palette and still manages to draw good tiles doesn't mean everyone should. A good artist can produce decent results with bad tools, a bad artist can produce crap with good tools, but that's not a reason to limit ourselves. The tile format has enough limitations by itself, anything RGB that fits within a 32x32 frame is fair game, so is RGBA for monsters and items.
. If you look at any of his tiles, you can notice every R/G/B component has values divisible by 32.
|They're in a branch (crypt-tiles), together with an experiment: I tried making the wall shadows in crypt larger. I may have overdone it, though... See the screenshot.|
I do like the larger wall shadows, though I also agree it's a bit overdone -- I think it only has the potential to look weird when LOS shadow cuts off sharply in a spot where wall-shadow cuts off sharply, like on the little island of wall to the southwest of the player in the screenshot.
I like these tiles, but I actually think the highlights of the wall tiles should be emphasized a little bit more. I know dd mentioned that before and folks said that it looks fine, but I think it's important for the sake of different monitor settings/other viewing conditions.
edited on: 2012-08-17 06:51
When I made these initially, I put a line of dark pixels at the top and bottom of the side columns on each wall tile, so that when you have two wall tiles vertically adjacent the columns get separated. white_noise's don't have these, so you get this sort of saucer-shaped thing on the corners of vertical walls, which looks odd to me.
Edit: It's also partly because the heads and bases of those columns are significantly brighter than most of the rest of the tiles, so they make a really noticeable pattern everywhere. They should probably just be the same color as the columns themselves.
A 32x32 tile shouldn't have to use true color. At that level, it would be indistinguishable from paletted.
And Denzi is a great artist because of his disciplined approach, not in spite of it.
I've noticed that door stand out too much and made a crypt door set. It would be cool to use separate sets for different walls. Also little changes has been made to wall tiles. Please, use second variant.
(crypt2.png shouldn't be there. I've uploaded it by mistake.)
I updated the branch.
Considering we've now got vertical large gate tiles (0006105), would you mind making corresponding variants of the your door tiles?
edited on: 2012-08-24 22:44
Second variant may be better. Or third.
|Finally got around to putting these in. Thanks to white_noise and edlothiol for actually doing all the work!|
|2012-08-15 07:33||white_noise||New Issue|
|2012-08-15 07:33||white_noise||File Added: crypt_walls.png|
|2012-08-15 07:33||white_noise||File Added: crypt_floors.png|
|2012-08-15 15:56||edlothiol||Issue Monitored: edlothiol|
|2012-08-16 09:17||ajg_matebo||Note Added: 0019556|
|2012-08-16 10:05||white_noise||Note Added: 0019557|
|2012-08-16 10:41||KiloByte||Note Added: 0019559|
|2012-08-16 23:56||edlothiol||File Added: crypt-tiles.png|
|2012-08-16 23:56||edlothiol||Note Added: 0019568|
|2012-08-17 01:22||roctavian||Note Added: 0019569|
|2012-08-17 06:44||ontoclasm||Note Added: 0019573|
|2012-08-17 06:51||ontoclasm||Note Edited: 0019573|
|2012-08-17 07:31||ajg_matebo||Note Added: 0019574|
|2012-08-17 09:53||white_noise||File Added: crypt2.png|
|2012-08-17 09:54||white_noise||File Added: crypt_doors.png|
|2012-08-17 09:55||white_noise||File Added: crypt_walls2.png|
|2012-08-17 10:00||white_noise||Note Added: 0019577|
|2012-08-24 20:13||edlothiol||Note Added: 0019709|
|2012-08-24 21:48||white_noise||File Added: crypt_vertical_doors.png|
|2012-08-24 21:51||white_noise||File Added: crypt_vertical_doors2.png|
|2012-08-24 21:53||white_noise||Note Added: 0019715|
|2012-08-24 22:42||white_noise||File Added: crypt_vertical_doors3.png|
|2012-08-24 22:44||white_noise||Note Edited: 0019715|
|2013-07-23 22:46||ontoclasm||Note Added: 0023547|
|2013-07-23 22:46||ontoclasm||Status||new => resolved|
|2013-07-23 22:46||ontoclasm||Fixed in Branch||=> 0.13 development branch|
|2013-07-23 22:46||ontoclasm||Resolution||open => done|
|2013-07-23 22:46||ontoclasm||Assigned To||=> ontoclasm|
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