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Re: Improving Original JA2 graphics [message #179715] Tue, 01 April 2008 17:27 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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Registered:January 2003
Location: Australia :D
Actually JA2's was used in a few other games like the Wizadry series (I think it was no.Cool, but thats besides the point.

I think I am swaying more to Birdflu's work at the moment as it combines both the 2D and the 3D. If it has compatibility for old STI's and things it will speed the process up as 3D objects need to be made and the implemented.

Personally if we can recreate JA2 style in 3D with a more modular feel (maybe increase the detail in things like character progression etc..) then I'm all for it. Glad to help if its needed. Ready to learn what is necessary.

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Re: Improving Original JA2 graphics [message #179722] Tue, 01 April 2008 17:41 Go to previous messageGo to next message
KeldorKatarn is currently offline KeldorKatarn

 
Messages:37
Registered:May 2006
Location: Germany
When modernizing the graphics engine, then I don't see the point in staying compatible with old graphics files which won't be used anymore anyway.

I also still don't see why 3d is needed for this.

As a personal remark.. if you plan to go in a Brigade E5 direction with this.. eeek.. please don't. We're talking about improving graphics not making it worse. Decent 2D is far superior to mediocre 3d. Many developers found that out the hard way.

[Updated on: Tue, 01 April 2008 17:42] by Moderator

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Re: Improving Original JA2 graphics [message #179725] Tue, 01 April 2008 17:49 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
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The thing is to improve as well as ease the pain for creation of objects, items and other graphics, which is not kind in 2D. 3D is much simpler in that respect and using the right LoD for the textures and stuff will go a long way to making it look a lot better than E5 Wink

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Re: Improving Original JA2 graphics [message #179738] Tue, 01 April 2008 18:31 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
Messages:438
Registered:September 2007
Location: Lampukistan
KeldorKatarn
I still don't quite get where you are really going with this.. are you planning on making this 2D with better graphics or convert to 3D..
...
...

I agree with you. 3D if not done properly can look like crap.
My idea was to 'replace' the current 2D-GRAPHICS engine with another 2D-graphics engine, but one that is easier to handle (whatever that means in any special case).
The 3D 'extension' was brought up in this thread and whether it will or should be implemented, is, i suppose, one of the points in this discussion.

As i asked earlier: What is wrong with 2D? .. I would say nothing, or at least not enough to justify a complete change (we can believe in, or not).

---

Concering the FIFE engine. (I am not sure if this all was addressed to me, but i will try to answer anyway)

Quote:
.. professional approach software engineering wise ..
agree

Quote:
.. general engine stuff ..

I think i know what an engine is and am not sure what i wrote to make you believe that i didn't.
I agree with most of what you said besides one point - replacing ONLY the rendering engine. If the rendering 'sub'-engine
is clearly separated from other parts, then yes. But if there are dependencies, then this would require to either remove
them or to actually change more than the rendering engine, which may be easy or difficult.

Quote:
.. single digit framerates ..

I agree that this sounded a little offending, but it is really not about modern software engineering. It is about one
single aspect of OpenGL's API usage. OpenGL's immediate mode IS slow. There is no point discussing it.
Just read the documentation from Nvidia and ATI/AMD. A supporting argument for my point is that OpenGL 3 will not have
immediate mode anymore and DirectX 10 does not have any similar capabilities either.

My point is that FIFE engine has (or will have) its limitations, whether we meet them or not is another topic. I am
just pointing out that it might be a problem in the future (like in the big maps project).

Quote:
.. scene graph ..

A SceneGraph (a tree in a simple case) is about data organisation and about implicit ordering of objects that have to be rendered.
I believe that it is easier to use, but that may be only my perception.

Quote:
.. screenshots ..

The thing is, with the data we have, we are likely to get results comparable to the second image, not the first image.
That was the whole point of it.

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Master Sergeant
Re: Improving Original JA2 graphics [message #179740] Tue, 01 April 2008 19:03 Go to previous messageGo to next message
zed is currently offline zed

 
Messages:42
Registered:November 2006
here is a suggestion:
take OGRE which is 3d engine extend it with your openGL formats for the different files.
above the OGRE we will use a tile engine written already. fix the camera so the view will be first easy to port from 2D.
the large number of work will be to tailure todays tile engine API to the new engine.
here is the link to the tile engine:
http://www.ogre3d.org/phpBB2/viewtopic.php?t=12951&postdays=0&postorder=asc&start=0&sid=c06a308188ec67e78550bbae38f982c3
i myself know very little in graphics but since extending the OGRE is somthing many have done before + the vast amount of editors, tools and so that support it i think it will be fitted to our use. beside that in terms of converting images from today's engine since the camera is in fixed postion it will be easier (not sure of it at all but i think it will) to create a script to convert todays objects to 3D objects that sides that are not part of the view will be black.
this later will open the option we could do - tarrain and true water effects, more animation formats, advanced animation tools support and more.
it is a big task but i think sice tiles engine work pretty much the same way it may be easier then expected.

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Corporal
Re: Improving Original JA2 graphics – Sprite[message #179773] Tue, 01 April 2008 23:24 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
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Registered:August 2006
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with all that planning, don

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First Sergeant
Re: Improving Original JA2 graphics [message #179797] Wed, 02 April 2008 03:51 Go to previous messageGo to next message
lisac is currently offline lisac

 
Messages:92
Registered:July 2006
Location: Austria
1. Mauser: I agree completely, although I believe that if we (ever) see the new face-lift of JA2 one nice day, there won't be nothing to stop the talented people who made it to extend the code and provide an editor of some sort.
-------------------------------------

2. BirdFlu: good to know we have such knowledge on board. I have further questions regarding your version of the JA2 graphic engine:

Do you suggest us to use full 3D objects for characters, interactive objects (crates, lockers) etc - and simple rectangular textured polygons for widgets, trees, ground tiles etc..?
Also, do you have any experiences with the 3D graphic formats used in games, anything specific to elaborate?

Irrlicht doesn't sound bad, although I didn't check its status more than a year ago for sure.
-------------------------------------

3. KK: Talking about choice between 2D and 3D, I think it's still too early to say which path we might take. Of course it was meant to be 2D at the very beginning, but now some other options are available. Let's analyse the alternatives and decide.

I'm currently advocating the 3D approach, simply because it IS easier to make and control 3D content from MY perspective (or any other game graphic content creator/designer). Let me give you some basic examples:

a) Once I've modeled, skinned, rigged and animated a character, all I need to do to use it in 3D is to export it using the right plugin/tool, the engine will take care of the rest. If I'd want to use it as a 2D sprite, a long session of setting up the scene, rendering, post-processing (including cropping), adjusting and finalizing it in an appropriate 2D program should follow. Did I mention conversion to another format? Yes, that too.

b) I don't like a part of my character. His legs are too short! Extending the legs in the appropriate 3D software and slightly adjusting the animations won't take too long - export it, and my character is ready to be tested! On the other hand, making a bunch of new frames for my long-legged sprite must go through all those painful processes mentioned under a)

c) My character wears a red Hawaii shirt (FarCry, anyone?), I want him to change it to camo-shirt once he picks up the appropriate item (camo-shirt?) in game. If using a 3d object, I may simply switch the texture of its torso. Can you imagine how hard it'd be to make it with a 2D sprite? Making a new layer (sprite) containing camo-shirt and going through all the processes under a) and so on...

These are just a few things that first come to mind. Please, don't think I'm against 2D sprites - I'm just trying to save the time and resources and to simplify the graphic creation process. I don't have Crytek graphic department available, just a few volunteers.

Regarding latest (shader-)effects and the beauty of 2D comparing to 3D in long terms... I agree completely. Some 2D games looks beautiful today, even years after they were released. However, I think someone mentioned already that having a mediocre 3D engine would be make him/her more than happy. And i think we might do better than mediocre. The old JA2 engine survived for 10 years, I guess our Frankenstein can live that long too Smile

But if both of you, BF and KK, suggest a 2D version, I'm open to hear what you can offer me. Just don't forget - I want to make it easy for graphic-grunts as it gets.

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Re: Improving Original JA2 graphics – Sprite[message #179809] Wed, 02 April 2008 06:05 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
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guys, one more thing to consider:

there are only relatively few capable 2D graphic artists out in the game modding communitys, but quite a lot capable 3D artists.

so finding external support for generating 3D models and content should prove much easyer.
but, of course, also all the 2D content would have to be modeled and rendered in 3D for a decent and uniform looking graphics style. it

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First Sergeant
Re: Improving Original JA2 graphics [message #179811] Wed, 02 April 2008 06:24 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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To me, it is not just a matter of the look. A 3d game would require a 3d physics engine. This means an entirely new game. If that is the point here than carry on by all means. But I would be interested in seeing just the sprites idea be implemented. I think it is the only thing that might actually get done in a couple of years compared to all this pie in the sky that will likely never see the light of day.


Again, I hope I'm wrong at least about making a cooler looking gameworld. But I like 2d isometric just fine.

It is true that 3/4 isometric is difficult to pull off because if you work with an image that is just slightly off angle or perspective it doesn't look right in game. I think it is a helpful tool to 2d imagers to have a screenshot saved to .bmp so you can try out your new tile against the proper backdrop before going into all the work to actually make it appear in game.

Some of my own tiles look a little off. I'm really having a hard time finding a 2d isometric Panzer Mk IV though I know it must be out there somewhere. And my JU 52 looks as if it has damaged landing gear on one side because it appears to be pitching slightly. I have been sucessful making other tiles though so it is not impossible. Just a lot of trial and error work.

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Sergeant Major
Re: Improving Original JA2 graphics – Sprite[message #179815] Wed, 02 April 2008 06:42 Go to previous messageGo to next message
Lt.Havoc is currently offline Lt.Havoc

 
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Why do we need a 3d physics engine? This is not a FPS game, so we dont need any physics at all. It would be cool to improve things, but its not needed. Games like Shadow Company or Silent Storm also dont have a 3d physics engine and it dosent affect the gameplay at all.

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Re: Improving Original JA2 graphics [message #179817] Wed, 02 April 2008 08:01 Go to previous messageGo to next message
Arethusa is currently offline Arethusa

 
Messages:24
Registered:August 2006
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Uh, Silent Storm has a physics engine.

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Re: Improving Original JA2 graphics [message #179819] Wed, 02 April 2008 08:21 Go to previous messageGo to next message
KeldorKatarn is currently offline KeldorKatarn

 
Messages:37
Registered:May 2006
Location: Germany
I really think nobody who has said anything so far in favor of 3D has any idea what he is REALLY talking about (no offense).

Saying that creating a 3d character is easier than creating a sprite.. sorry.. that's crap.. if you want to create a new sprite, the basis WILL be a 3d character and you simply render certain animation key frames into the sprite, and use it. Changing clothes can be done with layers.
I am pretty sure all of JA2's characters, buildings and whatever were first created in a 3d modeling program and then rendered down into the frames of the sprites, since that's simply what you do.
THat's how WIng COmmander 1 created its ship bitmaps, that's how Panzer General II made their combat unit sprites.

You make it sound like 2D was the old school approach and 3d is the modern approach. That is simply wrong. 2D and 3D are a design choice, none is more modern than the other.

Now let me summarize for you what switching to 3d means.

You have to get a 3d engine, you have to make models. and I mean models.. that means models for every single weapon, for every bulding, table, door, roof, lamp, tree, lake, whatever.

Then you have to write shaders (how many of you here know anything about GLSL or HLSL or Cg? If none, then forget about it. Fixed function pipeline is a decade old by now, not using a shader based approach will make the game look 10 years old and will not improve a thing.

Then you have to create or learn to use an existing 3d physics engine, since without physics, nothing moves, neither character nor bullet. Collision detection must be worked out, and yes, then a character can be blocked by a door if he is slightly out of standard shape and collides with something.
Then a damage system has to be worked out, since now the bullet will actually collide with stuff. If you plan on making explisions.. forget about the way it currently works.. if you don't make structures 100% destroyable in 3D, then forget about looking like a modern 3D game. You cannot go 3D and make explosions stay the same, meaning just blend it an explosion sprite and make a part of a wall disappear. THings must fly around, tons but roll around, physically correct (back to the physics engine we are).
Then the AI must be adjusted, since pathfinding is different in 3D, line of sight is different, since now it must be calculated with ray tracing. Taking cover is different, climbing roofs is different.. remember.. with a 3d engine, there are no tile layers.. there is no 1st level then 2nd level anymore.. you have 3d. there are no distinct height levels in 3d.
Shooting will be different since now the bullet actually flies and isn't just a fake animation for a pure probability based shot anymore...

If you plan on doing this.. good luck, you have just decided to create 80% of a full 3d game all by yourself.
I hope you have 10-20 people on a 10h per Week basis available and the motivation on actually working on this for the next 2-3 years.. and no.. you won't be able to do it in much less than that time and still get satisfying results.


PS: Oh.. and did I mention this? Flat ground looks horrible in full freeview 3d, so you better start on terrain making, line of sight and path finding in full 3d terrain and oh.. try to get some good vegetation shaders going, and you better make your water look great if you don't want to upset the fans.......

[Updated on: Wed, 02 April 2008 08:23] by Moderator

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Re: Improving Original JA2 graphics [message #179832] Wed, 02 April 2008 12:14 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Thats a pretty negative post there KK. For a start a lot of the work can be alleviated by objects being already made from other games, object modellers, etc...
Then with a few good coders I am sure that we can get the physics to work at least as well as Far Cry. That game is years old and still looks reasonable. Only games out in the last 6 months have really started to show the age of Far Cry. So to say its gonna be a failure before anyone has even decided to go that route is sheer lunacy. Personally I would like it to end up similar to that pic posted on the previous page before the FIFE pics (whether in 3D or 2D) as that is a good clean look, which can be worked on easily (from a graphics pov).

I am sure that if the project did get going in the 3D direction that a few people could be found willing to work on the project. If the project does go with its own design and engine it could be eventually sold to the public too (maybe then get licensing for the Havoc physics). The realm of possibilities available is large. Instead of destructive criticism more constructive would be appreciated.

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Re: Improving Original JA2 graphics [message #179836] Wed, 02 April 2008 12:45 Go to previous messageGo to next message
KeldorKatarn is currently offline KeldorKatarn

 
Messages:37
Registered:May 2006
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It wasn't meant as negative devastating criticism. It was just speaking from experience.

Also.. even considering being able to produce a commercial level 3d physics engine with just a few guys in a matter of months borders on insanity. if you want to have a chance at that I strongly advice to use already existing open source engines like Newton or Bullet and the like.

But I will stick to my original opinion that a decision to go full 3D will result in a complete rewrite of 75% of the game code.. you can just as well recode the entire game then, and I don't even know what that's going to achieve.

The original reason for this thread was the idea to improve the original 2D sprite engine to get better looks out of the engine. This suddenly has turned into such crazy thoughts (sorry but yes, they are) as to make an engine that is Far Cry like.

I've seen enough projects both commerical and open source community, that ended up nowhere with such ideas.
I strongly advice to stick to the original game design and simply improve the 2d engine instead of trying to recreate the game.

I don't understand why a 3D engine would be needed, I don't understand why you even want to try putting that much work into such a huge project. The complete code base would be rendered pretty much useless, nearly every single feature would have to be changed from map editor via AI to scripting and the end result would be have baked 3D looks that can't even compete with 20 year old games.

This may sound totally negative, but sorry, I've seen projects like that before and only 1% of them turned into something at least playable, the rest vanished into the abyss and not one of them turned out to the commerical style killer game people originally intended it to be.

From my point of view I see a great game design, whose only aging problems are the graphics and possibly the sound engine. The rest of the game design would still work when released today.
There ARE actually great 2D games release every day and they look great.
I don't see why the complete game design, that is proven and tested and fully accepted, should be changed, with the sole argument "makind 3d models and animations is easier".
Changing to a more modern 2D engine is geoing to bring a proven concept into a more modern age, making the game 3d will completely replace the entire game concept, wether you want to believe that or not, and I don't see a simple valid argument that supports a decision that will replace a proven design by something developed from scratch.

3D-itis is what killed a lot of very good franchises in the late 90s, and this discussion is going in exactly that direction.

Again.. you can think this sounds negative and destructive all you want, but I still think if that path is taken, the result will be a JA2 that will vanish from the screens since the result will be worse than what we have right now.

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Re: Improving Original JA2 graphics [message #179838] Wed, 02 April 2008 12:56 Go to previous messageGo to next message
Mysterious Dr.X is currently offline Mysterious Dr.X

 
Messages:33
Registered:March 2004
Location: Croatia

The whole 3D-approach seems a bit heavy to me. I don't want to say, that 2D would mean much less work, but at least some less I hope.

Let me explain my idea Smile :
I don't know how you guys think about that, but I would be totally satisfied with an engine like in 'Fallout Tactics'. Here's an example. As far as I know we would have to increase the size of the single tile, in order to get higher quality tilesets (obviously Very Happy ). Problem is that I really have no idea how much coding is required for this or whether it is possible at all.
The next step would be to increase the colours, which can be displayed by the engine. Doesn't sound too easy but I can't estimate the amount of work.
Finally of course the sprites, to display different armors and weapons etc. Pain in the ass, but rewarding as hell!

Okay I hope these three steps would get us closer to the Fallout-engine.

This approach requires us to make every single tileset from scratch in a 3D-program. Animate them if needed and then render them. On the other hand, these models could be used for future 3D-conversions.
Think of a wall-model in a 3D-program. All you would have to do to make a new wall-tileset, is to lay a new texture on the wall-model, then render it and finally bring it in the STI-format. So once a model is made - which can also be found on the web - the work is getting much easier.

Many problems wouldn't be solved by this, like brightness per tile or the ugly water, but in my opinion it would be a huge step in the right directory.

What do you think?

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Re: Improving Original JA2 graphics [message #179848] Wed, 02 April 2008 15:11 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
KK I see what you mean (it was kinda crystal from the post before Wink ) I was meaning instead of just pointing out something most here already know (i.e. that most projects based on such thoughts are failures), the energy would be better spent in thinking up solutions to the main problem of the 2D aspect. The biggest being the tilesets and graphics from that pov. For 2D it will take a lot of work (even with the tools and so on) whereas we can adapt other engines to suit what we are after, not many are gonna be easy to do that way either. Personally I think moving away from STI format will be a blessing (use 32bit colour or at least 24bit) so resizing and palettes are no longer limitations. Increase the resolutions available and the detail of the sprites. The whole lot will take as much effort as the 3D job. The good thing is though it would probably end up looking real good too. I think a level above Fallout Tactics is possible if we put our minds to it. But we would need a good team to start either project.

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Re: Improving Original JA2 graphics [message #179861] Wed, 02 April 2008 16:42 Go to previous messageGo to next message
lisac is currently offline lisac

 
Messages:92
Registered:July 2006
Location: Austria
Kaerar
Personally I think moving away from STI format will be a blessing (use 32bit colour or at least 24bit) so resizing and palettes are no longer limitations.

Nobody can disagree on that one, I guess.

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Re: Improving Original JA2 graphics [message #179865] Wed, 02 April 2008 17:09 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
Messages:438
Registered:September 2007
Location: Lampukistan
Quote:
moving away from STI format will be a blessing (use 32bit colour or at least 24bit) so resizing and palettes are no longer limitations.

Increase the resolutions available and the detail of the sprites.

- 32bit or 24bit : meaning RGBA and RGB or something else?

- resizing : meaning like making an image 10 pixel larger?

- palettes : get rid of it?

- resolution : resolution of images, not screen resolution?

What is the exact problem with colo[u]rs? The fact that you cannot have more than 256 per image?
Would you prefer 16-Bit index values with 16-Bit palettes or full RGBA images?

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Master Sergeant
Re: Improving Original JA2 graphics [message #179881] Wed, 02 April 2008 19:27 Go to previous messageGo to next message
lisac is currently offline lisac

 
Messages:92
Registered:July 2006
Location: Austria
- I think he meant just that
- no idea (?)
- yes, if possible, by any means
- probably both of those

I'd prefer full RGBA over RGB/16-bit format, especially because of the alpha-channel (anti-aliasing comes to mind). It means BIGGER files, yes - but better overall quality. Also, rendering scenes/objects in Lightwave supports rendering to all channels (including alpha), so that wouldn't take additional work to be done.

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Re: Improving Original JA2 graphics [message #179882] Wed, 02 April 2008 19:29 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
BirdFlu
What is the exact problem with colo[u]rs? The fact that you cannot have more than 256 per image?

The multipage STIs like MDP1ITEMS.STI (which uses one(!) common pallette for over 700 individual pics). As we have only three of these MDP#ITEMS.STIs, there's only three pallettes, and if your items do not fit one of these three pallettes, you are screwed.

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First Sergeant

Re: Improving Original JA2 graphics [message #179895] Wed, 02 April 2008 21:26 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Getting rid of the STI format would be fantastic.

Increasing tile/sprite size would make firearm combat even more claustrophobic than it already is. You would have to represent gun ranges even smaller to have any chance of missing = not worth the sacrifice for this or any other feature.

I think you guys looking to work from a different engine ought to try building an entirely new game. I like Ja2 MAINLY because of it's physics engine. Everything else takes a distant back seat to that. So throwing away this engine or even seriously revamping the core of it is 180 degrees away from what I would like to see done.
If you like FOT so much why not make a mod for that game? There is still an active community and I think there is even a Ja mod that has been in the works over there.

It is not blind negativity to just want a simple solution to layering sprites. Just because some want a complete and utterly new game does not mean that most of us do. I think 3d is a terrible idea here first because it is too much work and second because it WOULD require a new physics engine and therefore create a different game.

I don't want a different game I want an improved Ja2.

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Sergeant Major
Re: Improving Original JA2 graphics [message #179896] Wed, 02 April 2008 21:26 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
Messages:438
Registered:September 2007
Location: Lampukistan
Quote:
The multipage STIs like MDP1ITEMS.STI (which uses one(!) common pallette for over 700 individual pics). As we have only three of
these MDP#ITEMS.STIs, there's only three pallettes, and if your items do not fit one of these three pallettes, you are screwed.

And why don't you just split these files?

These files are loaded here : BOOLEAN InitializeTacticalInterface()
and used here : UINT32 GetInterfaceGraphicForItem( INVTYPE *pItem )

the main variable in this case is INVTYPE::ubGraphicType

this variable is set in : static void XMLCALL itemEndElementHandle(void *userData, const XML_Char *name)

and is also used in :
- UINT16 GetTileGraphicForItem( INVTYPE *pItem )
- BOOLEAN LoadTileGraphicForItem( INVTYPE *pItem, UINT32 *puiVo )
- BOOLEAN WriteItemStats()

So, if you change the graphic type from 3 values to more than 3 values the changes in the code
should be quite minimal.

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Master Sergeant
Re: Improving Original JA2 graphics – Sprite[message #179901] Wed, 02 April 2008 21:46 Go to previous messageGo to next message
Lt.Havoc is currently offline Lt.Havoc

 
Messages:34
Registered:April 2006
Location: Germany

Well, everyone wants a improved JA2, but with the current STI files and the limits the JA2 engine has, there isnt a good way to improve it. Also, its just an idea to use a 3D engine, so its nothing final. Point is: improving the existing JA2 engine is a pain in the ass, so we need a solution that suit the thing and pleases the diffrent opinons.

Well, does anyone know the game Abdomination: The Nemessis Project? They had a intresting graphic approch to this: the world the figures where in, is drawn, e.g sprites, while the animated Player and NPCs where 3D models. That looks like this: http://uk.pc.ign.com/dor/abomination-the-nemesis-project/11551/images/abom002.html

http://uk.pc.ign.com/dor/abomination-the-nemesis-project/11551/images/abomination010.html

Well, not the hit, but my question is: could something like this be done with JA2? The gameworld dosent need to be 3D polygons, but the player modles and NPCs could be 3D models, including pick up stuff. Intresting is, that the enviorment could be destoryed too, you could blow up cars and stuff even if they where not 3D.

I think it could work. That way, we wouldnt need to completly change everything, including pyschis and have a better way to get stuff in the game object wise. Its only an idea, but I think its a intresting one.

Also, FIFE seems to be the most suitable for this whole thing, everything else would be too big I guess, even if ORGE 3D and co look intresting, I think the task would be too big.

The other thing I think we should keep in mind, would be a 1.13 Mod for JA3, but that would be the same for the JA2 and would not be a rremake of JA2.

Any other suggestions?

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Private 1st Class
Re: Improving Original JA2 graphics [message #179903] Wed, 02 April 2008 22:08 Go to previous messageGo to next message
Dr-D is currently offline Dr-D

 
Messages:102
Registered:July 2005
Location: Portugal
Lt.Havoc
That looks like this: http://uk.pc.ign.com/dor/abomination-the-nemesis-project/11551/images/abom002.html

http://uk.pc.ign.com/dor/abomination-the-nemesis-project/11551/images/abomination010.html

No no no ..

Those are the very ugly 3d engines I am afraid of.

If any one in this forum thinks about changing the engine to such an ugly engine, count me out.



Now, this:

lisac
Nice to see there are people interested in seeing this finished. I really don't have time to go into every aspect of the previous posts, so I'll just leave an interesting link for all of us:

http://tionline.ru/

And a screen:

http://tionline.ru/i/screen1.jpg


Now, this is a good looking engine.

[Updated on: Wed, 02 April 2008 22:10] by Moderator

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Sergeant
Re: Improving Original JA2 graphics [message #179906] Wed, 02 April 2008 22:14 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Well, if it is a complete change of engine definately count me out.

And everything in the background looks better in that screenie but the sprites look waaayyyy worse.

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Sergeant Major
Re: Improving Original JA2 graphics [message #179912] Wed, 02 April 2008 22:34 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Quote:
Well, does anyone know the game Abdomination: The Nemessis Project


yup , I've got it . game not too bad , bit repetitive though and graphics ARE dog ugly !

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Captain

Re: Improving Original JA2 graphics – Sprite[message #179914] Wed, 02 April 2008 22:41 Go to previous messageGo to next message
Lt.Havoc is currently offline Lt.Havoc

 
Messages:34
Registered:April 2006
Location: Germany

Well, it was worth a try, but I still dont know what kind of engine that is, that these russian guys have use.

Maybe I didnt made myself clear enough: I didnt said that you guys should use the Abdomination engine, I said, if it would be possible to moc sprites and 3D models in a engine and use that for JA2. Something similar, but way looking bettter. Point is, you could the at least use 3D render models for weapons and stuff and could use all those stock models that you literally find everywhere. It would also not a problem to recompile models form other games and change the format so you could puit them into the engine.

Ya know, its possible to use CS models for C&C Generals and Zero Hour (the SAGE Engine) and if thats possible, then I see why people want a ture full 3D engine. Hell, some modders even managed to put BF2 player models into Generals. If that dosent speed up tjhe process of getting things done, then I dont know.

I also dont quite understand Khor

[Updated on: Wed, 02 April 2008 22:47] by Moderator

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Private 1st Class
Re: Improving Original JA2 graphics – Sprite[message #179919] Wed, 02 April 2008 23:02 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
The reason I am interested in modding THIS game is largely because I am a fan of it's engine at the exclusion of any other I have played. Therefore, using a different engine is not acceptable to me unless...


You want to build a new game from the ground up. In this case I would suggest building a new engine using the best aspects from any existing engine we know of and maybe a few goodies made entirely by us. I would be extremely interested in this since that is my ultimate goal in the gaming community and would provide a valid excuse for spending so much time in pursuit of this hobby.
I have several ideas for new games that I am sure would have mass appeal but this is not what I thought we were talking about here.

What I thought the point was, is to improve on the 1.13 mod by adding layers to the existing sprites. Doing away with the sti format would be a huge graphic improvement and I doubt if it would require adjusting any other part of the code. Making the game 3d would require a new physics engine and since the physics engine is what primarily draws me to the Ja2 system I find that approach completely unacceptable.

I would be interested in working on sprites for the Ja2 engine or helping develop a completely new game but replacing Ja2s physics engine just to accomodate a 'better' graphic quality is of no interest to me.

Why not just make an entirely new game?

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Sergeant Major
Re: Improving Original JA2 graphics [message #179921] Wed, 02 April 2008 23:17 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
BirdFlu
So, if you change the graphic type from 3 values to more than 3 values the changes in the code
should be quite minimal.

Unfortunately, this seems not to be the case. ChrisL already tried to implement a 4th set, but so far the smallest part of the set (tileset-pics, used directly on the tactical map) makes problems. BigItem and MD-pics seem to be comparatively easy, though

As my former boss was so fond of saying: "If it was easy, then someone else would have done it already".

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First Sergeant

Re: Improving Original JA2 graphics [message #179925] Wed, 02 April 2008 23:36 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
someone else HAS already done it.

[Updated on: Wed, 02 April 2008 23:36] by Moderator

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Sergeant Major
Re: Improving Original JA2 graphics [message #179926] Wed, 02 April 2008 23:37 Go to previous messageGo to next message
lisac is currently offline lisac

 
Messages:92
Registered:July 2006
Location: Austria
I'm not a coder, so a professional opinion on this what I'm about to say would be helpful (KK, BirdFlu, someone)...

Nobody is changing JA2 physics engine (if such one exists in general - if not, then we're talking about certain pieces of code scattered throughout the source code), nor it is relevant for us. Read once again:

KeldorKatarn
The only job would be to identify all graphics engine parts of JA2, eliminate them, and replace them by the new engine and adjust the interfaces so they fit together. the game itself should not change one bit.

This is imperative.

Everything else is distraction from the right path and can cause highest probability that this project drowns in its own excrements.

The problem is: how the new sprites (graphics) should look like and what kind of engine graphic-wise should we use to achieve that? Obviously, there's no perfect solution, each approach has numerous (dis-)advantages.

What I'd like to hear during this discussion are definitive, available options we got at the moment. And people who can judge these things are coders. New characters will be made in 3D eventually, there's no doubt about that, however extending the work to 2D and creating the sprites depends on the new "graphic" engine and the way it uses graphic content.

So far we've got a few different, but interesting options, like:

- good ol' 2D (just like it is), with "layered" sprites and a new graphic format instead of STI
- combination of 2D and 3D (2D background, 3D for interactive objects/characters)
- 3D (which is definitely a no-no, according to the most, if not all of the, people here)

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Corporal 1st Class
Re: Improving Original JA2 graphics [message #179930] Wed, 02 April 2008 23:54 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
the scorpion
someone else HAS already done it.

Why does he not share his experience with ChrisL?

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First Sergeant

Re: Improving Original JA2 graphics [message #179933] Thu, 03 April 2008 00:00 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Of course I like option 1 the best. It seems the only way this might possibly get done.

A change from the sti format would be a huge help to the entire project as well.

What we mainly need to get the layers working is more clours for sprites and making the layers have a pixel extra here and there to simulate the extra bulk armour has. I don't see a problem with using the existing scale as long as we have more colours to make armour stand out from regular clothes.

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Sergeant Major
Re: Improving Original JA2 graphics [message #179940] Thu, 03 April 2008 00:38 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
Starwalker
the scorpion
someone else HAS already done it.

Why does he not share his experience with ChrisL?


what do i know??

do i look like a fortune cookie? --> graemlin "achtung" Wink

maybe these guys don't talk to each other. which is a shame. But not a problem of my pay-scale.

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Sergeant Major
Re: Improving Original JA2 graphics [message #179943] Thu, 03 April 2008 01:43 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
the scorpion
Starwalker
the scorpion
someone else HAS already done it.

Why does he not share his experience with ChrisL?


what do i know??

do i look like a fortune cookie? --> graemlin "achtung" Wink

maybe these guys don't talk to each other. which is a shame. But not a problem of my pay-scale.


Who the hell are you talking about then? You always act like everyone should know what's blowing between your ears.

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Sergeant Major

Re: Improving Original JA2 graphics [message #179949] Thu, 03 April 2008 02:18 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
Messages:438
Registered:September 2007
Location: Lampukistan
Quote:
Nobody is changing JA2 physics engine (if such one exists in general - if not, then we're talking
about certain pieces of code scattered throughout the source code), nor it is relevant for us.

Lets say nobody wants to change the physics engine.
There is (or has to be) a world representation in the game. We render this world and we let the physisc engine operate on this world
(compute vesibility, collision detection for bullets). The problem might be, that if we change how rendering works, we may also change the internal
world represention. And this could result in trivial or not so trivial changes in the physics engine. As i don't know how physics
works in JA2, i can't say how many problems we could get. I just hope that we don't have to change the internal world representation at all.

Quote:
3D (which is definitely a no-no, according to the most, if not all of the, people here)

I think, it is not worth the trouble.
But you may want to look closely at "Hired Guns". Is has a 3D engine and pretty much every file is in the open, at has no packages.
There are over 25000(!!!) files distributed over some directories (that's why it takes so *ucking long to install), and many of these
files are xml or lua files. So i would say it could be moddable if the executable doesn't screw up too much.

Quote:
combination of 2D and 3D (2D background, 3D for interactive objects/characters)

The combination itself could be a little bit tricky. I wouldn't rule this option out, but i also can't say that it will work. The problem
that i see is the Z-Buffer. 3D-objects have real depth, but 2D-objects are actually flat rectangles in 3D-space.
I can't say anything specific until i am more familiar with the current graphics engine.


Quote:
good ol' 2D (just like it is), with "layered" sprites and a new graphic format instead of STI

Probably the way that's easier to go fo the coders and one that would preserve the nature and spirit of the original game.

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Master Sergeant
Re: Improving Original JA2 graphics [message #179971] Thu, 03 April 2008 07:56 Go to previous messageGo to next message
Arethusa is currently offline Arethusa

 
Messages:24
Registered:August 2006
Location: Connecticut
KeldorKatarn
I really think nobody who has said anything so far in favor of 3D has any idea what he is REALLY talking about (no offense).

Saying that creating a 3d character is easier than creating a sprite.. sorry.. that's crap.. if you want to create a new sprite, the basis WILL be a 3d character and you simply render certain animation key frames into the sprite, and use it. Changing clothes can be done with layers.
I am pretty sure all of JA2's characters, buildings and whatever were first created in a 3d modeling program and then rendered down into the frames of the sprites, since that's simply what you do.
THat's how WIng COmmander 1 created its ship bitmaps, that's how Panzer General II made their combat unit sprites.

You make it sound like 2D was the old school approach and 3d is the modern approach. That is simply wrong. 2D and 3D are a design choice, none is more modern than the other.

At the highest level, the entire point of using 2D over 3D, with rare exceptions for artistic license (and with more advanced shaders, the usefulness of this is increasingly limited) is trading difficulty in content creation and much more limited visuals for faster realtime processing. 2D absolutely takes more time to get off the ground with content creation. If I need to not only create a 3D model but then render it in all animation frame positions and from all angle (conservatively, let's say the eight the game currently uses), that's a lot of work. Even with layering, the number of possible permutations is just geometrically difficult. Moddability is simply not an option with 2D; for example, just look at this thread and this game: nothing has been changed visually in all the years the 1.13 project has been going.

KeldorKatarn
Now let me summarize for you what switching to 3d means.

You have to get a 3d engine, you have to make models. and I mean models.. that means models for every single weapon, for every bulding, table, door, roof, lamp, tree, lake, whatever.

You would have to do this for 2D as well. Granted, terrain generation is simpler when you're dealing with 5 tile brushes in the JA2 editor that's a decade old, but good tools can make 3D content creation reasonably painless, especially when you don't need exceptional detail.

[quote=KeldorKatarn]Then you have to write shaders (how many of you here know anything about GLSL or HLSL or Cg? If none, then forget about it. Fixed function pipeline is a decade old by now, not using a shader based approach will make the game look 10 years old and will not improve a thing.
I am familiar, but certainly not enough to be useful. This is actually (part of) why I agree with you and why I think that making a 3D engine is as bad an idea as redoing a 2D engine. Just rewrite JA3 when it hits in four months.

KeldorKatarn
Then you have to create or learn to use an existing 3d physics engine, since without physics, nothing moves, neither character nor bullet. Collision detection must be worked out, and yes, then a character can be blocked by a door if he is slightly out of standard shape and collides with something.

Whoah, what? A physics engine is necessary if you want ragdolls and physical objects, but it's hardly necessary for actor movement (that can be quite static and simply animation driven). Collision detection is a non issue; all game world interaction would be handled by the established turn based mechanics, which really aren't that hard to port. I guess you'd have to write new pathfinding (especially because the current pathfinding is garbage), but that's really a separate issue. There are a lot of people confusing the issues of realtime games with turnbased games, and they're just not engine related.

KeldorKatarn
Then a damage system has to be worked out, since now the bullet will actually collide with stuff. If you plan on making explisions.. forget about the way it currently works.. if you don't make structures 100% destroyable in 3D, then forget about looking like a modern 3D game. You cannot go 3D and make explosions stay the same, meaning just blend it an explosion sprite and make a part of a wall disappear. THings must fly around, tons but roll around, physically correct (back to the physics engine we are).

You don't need a new damage system. That, again, is a turn based mechanics issue and not related to the engine. However, I agree about deformable and destructible terrain. Even Silent Storm is really crude by modern standards. Granted, UT3 doesn't have anything like this, but in a turn based strategy game, you really can't get away with this.

KeldorKatarn
Then the AI must be adjusted, since pathfinding is different in 3D, line of sight is different, since now it must be calculated with ray tracing. Taking cover is different, climbing roofs is different.. remember.. with a 3d engine, there are no tile layers.. there is no 1st level then 2nd level anymore.. you have 3d. there are no distinct height levels in 3d.
Shooting will be different since now the bullet actually flies and isn't just a fake animation for a pure probability based shot anymore...

Again, not true. If you just have 3D rendering and the same internal mechanics that you have in JA2 currently, there's no change in the way these things function. Silent Storm had distinct height levels. It also had gradients, which do require that sort of calculation, and I think this sort of project would be better with it, but it's not strictly necessary. You absolutely can just fake animation for behind the scenes mechanics; that's how every single turn based strategy game works in 3D, even the ones that take 3D terrain into account.

KeldorKatarn
If you plan on doing this.. good luck, you have just decided to create 80% of a full 3d game all by yourself.
I hope you have 10-20 people on a 10h per Week basis available and the motivation on actually working on this for the next 2-3 years.. and no.. you won't be able to do it in much less than that time and still get satisfying results.

PS: Oh.. and did I mention this? Flat ground looks horrible in full freeview 3d, so you better start on terrain making, line of sight and path finding in full 3d terrain and oh.. try to get some good vegetation shaders going, and you better make your water look great if you don't want to upset the fans.......

So, yeah. Give up both projects now and mod JA3. I've seen custom 3D engines made, and they take time and still to look spectacularly crude. It might be worth it starting from one of the open source engines I linked to, but with JA3 not far off, it really, really, really isn't.

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Private 1st Class
Re: Improving Original JA2 graphics – Sprite[message #179974] Thu, 03 April 2008 10:11 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
the scorpion
Starwalker
the scorpion
someone else HAS already done it.

Why does he not share his experience with ChrisL?


what do i know??

Well, obviously you do know something, and it would be nice if you divulged your information earlier, and not piecemeal Wink

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First Sergeant

Re: Improving Original JA2 graphics [message #179997] Thu, 03 April 2008 13:58 Go to previous messageGo to next message
KeldorKatarn is currently offline KeldorKatarn

 
Messages:37
Registered:May 2006
Location: Germany
I'm going to repeat this again.. yes you can switch to 3d, yes you can do that without completely rewriting the world representation.. but let me ask you this...

if you want to create the worlds in 3d, but let all objects basically behave as if they were 2D sprites (since that's what they'll do unless you rewrite the physics engine and the world representation), then why bother with 3d in the first place? Because content creation is easier? Sorry but that buffalo bagels. Creating a sprite and a 3d object is one and the same process. You create a 3d model then export it into a format the game can read. For a 3d engine this would be a 3d mesh with anymation keys if it was an animated character, for a 2d engine it would be a picture the model is renderd to from a certain camera angle, possibly a series of such pictures representing the animation frames for an animated sprite.. how one is more work than the other I fail to see. Do you honestly think that a sprite is commercially drawn by hand these days? It is simply a matter of either making a mesh file or a picture file from a 3d model, that's all. The texturing and modeling will have to be done in both cases. Ground textures will have to be done too, whether they'd be put on a ground mesh as a texture or on a tile.. again.. how one is more work than the other eludes me.

Now.. people here seem to think 3d is the non-plus-ultra and that the 2d approach is usually made to trade speed for graphical quality.. I have never heard bigger crap.

There are games that genre wise simply work better with 2d graphics than with 3d and simply look stunningly good.. It is also a well known fact that old 2d games usually look good a lot longer than 3d games, since it is extremely difficult to make a fully blown 3d engine really look good, since evrything has to be rendered realtime and needs a lot of shader programming, shadow computation and what do I know.. in 2d this can be prerenderd and will look just as good since you have a fixed perspective which is for many genres more than enough.

If you want to stick with JA2's general gameplay and its isometric looks, then I fail to see one single argument for going 3d. Saying stuff like "that game does it too" and "it worked for them" is bringing no arguments at all. Other game = other game = not Ja2. Ja2 has a certain interface and looks and gameplay the players love and want to keep.

The original reason for this thread was to improve the sprites of JA2, possibly get rid of the crappy file format and also probably get better lighting for the maps instead of the old looking per tile lighting. All this can be easily done by either improving the JA2 rendering engine, or replacing it with a more modern 2D isometric engine.

How some people think, keeping 2D automatically implies keeping STI files is something I don't understand either btw, and that has been said a lot in the past pages of this thread.

I don't want to sound like Mr. Wiseguy or tell you guys what to do, but giving my personal opinion and speaking from experience of having seen a lot of fan projects and commerical franchises go to ruins.. if you go 3d.. you'll kill JA2. You'll change looks and gameplay in such a radical way that people won't recognize the game anymore and you'll have to recreate and code a volume of stuff you cannot even begin to overlook yet, and you'll still end up with not only a different looking game but a crappy looking game since you have by no means the manpower or knowledge it takes to get the looks of games like Far Cry as some people here might think this community could.
If they could they'd earn big bucks at a game studio now and not talk here.

If you go 2d you have all possibilities you want. You can simply try to improve JA2's rendering engine by introducing a new file format like PNG, by using 32bit tiles and by introducing layers. All that can be easily done.
You can also switch to a rendering engine (JUST the rendering engine, nothing else) that already exists and already provides those services and that was written with isometric tile based games in mind.

Btw.. how bigger tiles would improve looks I fail to see. Bigger just means bigger. That doesn't imply more colors, more layers or anything, nor is it required for that.

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Private 1st Class
Re: Improving Original JA2 graphics [message #179999] Thu, 03 April 2008 15:06 Go to previous messageGo to previous message
Mysterious Dr.X is currently offline Mysterious Dr.X

 
Messages:33
Registered:March 2004
Location: Croatia

KeldorKatarn
If you go 2d you have all possibilities you want. You can simply try to improve JA2's rendering engine by introducing a new file format like PNG, by using 32bit tiles and by introducing layers. All that can be easily done.

Then what are we waiting for? Let's do it!

KeldorKatarn
Btw.. how bigger tiles would improve looks I fail to see. Bigger just means bigger. That doesn't imply more colors, more layers or anything, nor is it required for that.

I also mentioned the idea of bigger tiles, because I associate bigger tiles with more details possible to show. I play 1.13 on a 800x600 resolution, because the 1024x768 one makes everything too small imho. With bigger tiles, we could reach the same overview like in the 800x600 - which means: not too small Smile - version combined with better details. If we now also get rid of the old file formats and add sprites, this sounds very good to me!
This is why I say let's start! Of course, I'm not a coder and have no experience in this whole thing at all, but when it comes to tileset-creation I could learn everything that's necessary to make some progress and push this project further.

Another question: Let's say we really change the file format and as a result are possible to display more colours etc. Would this mean that we would have to change every single picture in the game? If yes, what would really cause a huge amount of work, we could also begin to rearrange the interface. Imho it would be great to use the current bigitem-pictures as MD-pictures, which are shown in a mercenaries inventory. Same idea like the bigger tiles -> more detail. To realise this, everything would have to be redone, but if we anyway had to change all pictures, then why not do it that way right from the start?

To all pessimists: many guys here don't believe in this idea or forsee that it will likely be dropped anyway, but hey! We're now on page 26 or something and it didn't go offtopic, as far as I see, which shows me - and should show you, too - that there are great interests in this. Let's not goof on this, but instead start something already!

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