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Re: Improving Original JA2 graphics [message #185239] |
Wed, 14 May 2008 21:20   | |
lisac
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Messages:92
Registered:July 2006 Location: Austria |
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[color:#660000]Example of one new animation in the VERY EARLY stage of development (F_BRETH2.STI - female.idle.with.rifle) DOWNLOAD HERE(ZIP ARCHIVE)[/color]
Again, red pixels of hair are being recognised as blood (and accordingly to that drawn in red ccolour by the engine). This problem is caused by the palette colour values, simply because the red "blood" nuances come before the red "hair" nuances, so during the conversion of the new sprites the pixels take rather the value before, than the one coming later. I already got a solution for it, don't worry... :doctor:
On the other note, the current sprite is a bit too tall comparing to the old one, right? I'm rendering the next (fixed) version right now, this shall be eliminated soon too. Also, the new sprite shall have a "belt" of some sort, I think it might look better for the characters lie Raven, where both the shirt and the pants are in the same colour. I've noticed the male characters already have one of those, so...
Also, I'm about to suggest a new naming convention (which is close to the old one), keep an eye for the updated design document! :animread:
@Shanga:
My current idea is to let the engine paint the base sprite - the body - as it does right now, and later we'll add more layers (vest, helmet, weapon...) which could be, *but don't have to be* painted by the JA2 graphics engine as well. this way the mercs and the soldiers won't look like tourists, I guess.
About the individual properties of mercs... One layer shall be assigned for HAIR/BEARD only, so in conjunction with the specific colours and the body type each merc already owns, it should be enough to make them at least a bit different than the "generics."
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