Page 27 of 33
Posted: Mon Feb 09, 2009 6:05 pm
by Pangloss
DaddyHoggy wrote:Problem is that - this is exactly how it looks in Griff's original frames - when the pac-dot reaches it's Zenith - it's "off the top" of the frame - quite clear once you've seen it - so either the ball doesn't need to rise so high or, well, actually that's it really, any extension of the path will require either some rescaling or a non-power of two sized texture...
I was going to just add a Stroke of black to the image, to give the outline a smoother edge. But then I noticed the bottom part in one frame became the top part in another frame.
Posted: Mon Feb 09, 2009 6:34 pm
by Pangloss
...Or, we could do the frames so it looks like he's juggling the ball with a 'double bounce' before letting it fall for the catch-and-throw again...
I shrunk the image slightly on each frame to allow a little broadening of the outer border. How does this one look?
I mean: how does it look in the game? Oh, and the blue box in the animation was just so I kept the images straight when stacking them. It's not in the 128 by 1024 image.
Posted: Mon Feb 09, 2009 7:17 pm
by ZygoUgo
I like the way he now wiggles his eyebrow too!
Posted: Tue Feb 10, 2009 6:10 am
by Ark
Pangloss wrote:
I mean: how does it look in the game?
I am in the office now so you have to wait 9 hours to find out. Sometimes I am wondering what the purpose of the wip is if not for testing
.
If you replace the texture in a set that has a 8 frame roof billboard (set A)and start oolite by pressing swift you can see it yourself
Posted: Tue Feb 10, 2009 3:58 pm
by Pangloss
Ark wrote:Pangloss wrote:
I mean: how does it look in the game?
I am in the office now so you have to wait 9 hours to find out. Sometimes I am wondering what the purpose of the wip is if not for testing
.
If you replace the texture in a set that has a 8 frame roof billboard (set A)and start oolite by pressing swift you can see it yourself
I knew there was a reason I had to change some code somewhere!!
On the plus side: there are no artifacts or lines, which is good. The moral of this story is you should always blur the edge a tiny bit (0.2 or 0.3 pixels) to ensure a smoother board edge.
"yah_set_A_griff_station_roof_billboard" =
{
ai_type = "nullAI.plist";
model = "yah_set_A_griff_station_roof_billboard.dat";
roles = "yah_set_A_constore_subent";
shaders =
{
"yah_set_A_griff_no_shader_drinking_spaceman.png" =
{
vertex_shader = "yah_griff_station_animated.vertex";
fragment_shader = "yah_griff_station_animated_billboard.fragment";
textures = ("yah_set_A_griff_drinking_spaceman.png");
uniforms =
{
FrameCount = { type = "float"; value = 8.0; };
TimePerFrame = { type = "float"; value = 0.4; };
uTime = "timeElapsedSinceSpawn";
};
};
};
There. Let's see now. The beauty of having the Debug function is I can create competing stores in a system.
The MallWart on the left has my PacMan on it, the Griff version's much better. Let's see how he looks up-close...
Smoke if you got 'em...
Posted: Tue Feb 10, 2009 4:26 pm
by Ark
Well after almost 10 hours at work here is mine screenshot
I think is perfect
One more thing and we are finished. I need a non shader version of the pacman adring (i believe this would be far easier than the roof billboard)
Posted: Tue Feb 10, 2009 4:47 pm
by Pangloss
Ark wrote:Well after almost 10 hours at work here is mine screenshot
I think is perfect
One more thing and we are finished. I need a non shader version of the pacman adring (i believe this would be far easier than the roof billboard)
I think it is perfect too. And I think Griff was the one that posted an image PacMan Ad Ring in the game (just checked... it's on Page 12 of this thread). You still have that original image... right, Griff?
I think we're thiiiiis close to putting this bad boy to bed.
Posted: Tue Feb 10, 2009 8:09 pm
by Griff
here's a version of the pacmad ad ring with no shaders, i won't post the image here because it's 1024 pixels wide and will stretch the forum annoyingly for everyone reading along, apparently according to photobucket here's a direct link to the image:
http://i105.photobucket.com/albums/m213 ... Shader.png
Posted: Tue Feb 10, 2009 8:18 pm
by Ark
Griff wrote:here's a version of the pacmad ad ring with no shaders, i won't post the image here because it's 1024 pixels wide and will stretch the forum annoyingly for everyone reading along, apparently according to photobucket here's a direct link to the image:
http://i105.photobucket.com/albums/m213 ... Shader.png
Griff thanks!!!
By the way did you take a look into the beta version?
Posted: Tue Feb 10, 2009 8:38 pm
by pagroove
Absolutely stunning! Ark, Pangloss and Griff and everyone. I bow to the shader gods
Posted: Tue Feb 10, 2009 8:47 pm
by Thargoid
And just to compliment this lovely place, allow me to offer a fuel station to go with it, as all good stores should have one
Of course it doesn't look anything as pretty as the trading outpost, but there's a blank of the texture in the OXP if you guys want to play
Posted: Tue Feb 10, 2009 8:57 pm
by Griff
@Thargoid
Sounds awesome, do they also sell charcoal brickets?
Posted: Tue Feb 10, 2009 8:58 pm
by Thargoid
Only if your pet trumble escapes whilst you're using it
Posted: Tue Feb 10, 2009 8:59 pm
by DaddyHoggy
Oh, we'll play - you just know we will (RL(TM) notwithstanding)
Posted: Wed Feb 11, 2009 6:41 am
by Ark
Today I am going to finish set G set F Not going to include a new station since I do not have the energy for that anymore and I do not want to ask from the rest of you more things (adrings, glowads ect). In less that 2 months we have created 5 constores (the 4 existing ones and the Sainsboory's that existed only as a reference to the wiki).
I was thinking a variant of the star constore with the black logo and the hoopy ad instead of the lobbies can can. What do you think?
Edit : Apparently I can not upgrade a set that does not exist. It is the set F that I am going to finish