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Author Topic: Stonesense - Old Official thread - Now locked  (Read 1696481 times)

dyze

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1200 on: November 20, 2009, 03:33:02 pm »

If you look at the teeth on the small image, they are "blurred". They are OK on your big picture though, so I think that it's a problem of small pictures only.

are you smoking something? ;D
'my big picture' is a screen dump of your picture. :)
you png on the left, bmp right:


seems to me like your browser maybe dithers png files or something..
« Last Edit: November 20, 2009, 03:35:28 pm by dyze »
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BatCountry

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1201 on: November 20, 2009, 03:37:45 pm »

Thanks, Dyze, with more contrast it looks much better.

Quote
oh also, png is a lossless file format so unless you use a huge amount of colors for your sprites, png 8-bit should look more or less exactly the same as a bmp.
If you look at the teeth on the small image, they are "blurred". They are OK on your big picture though, so I think that it's a problem of small pictures only.

Are you using Safari or Google Chrome? Both of those browsers use antialiasing when upscaling an image. I grabbed your PNGs and they're not blurry outside the browser.

Edit for clarity: If you're not at "normal" zoom depth, every element on the page is scaled.

Edit again: Apparently IE8 fuzzifies PNGs too. Turns to mush at varying zoom depths.
« Last Edit: November 20, 2009, 03:45:31 pm by BatCountry »
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CobaltKobold

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1202 on: November 20, 2009, 04:13:28 pm »

Completely doable, and I can't see many problems with it. Its a pretty easy 8-bit dithering solution, where you dither with the transparent tone instead, much like you did there. I can have that in the build.
Problems: You can only have one "transparent" surface at a time.

I reaaaally hope you use real transparency. Or option thing.

Dither Transparency       Enemy
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Footkerchief

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1203 on: November 20, 2009, 04:19:07 pm »

in my opinion, water should be transparent.
Spoiler: Like So (click to show/hide)

Completely doable, and I can't see many problems with it. Its a pretty easy 8-bit dithering solution, where you dither with the transparent tone instead, much like you did there. I can have that in the build.

Water would also be a good place to experiment with darkening as a means of conveying depth.  It would be odd if you could see the ocean floor perfectly from above water.
« Last Edit: November 20, 2009, 04:25:04 pm by Footkerchief »
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Solifuge

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1204 on: November 20, 2009, 04:21:12 pm »

Whether we can use Alpha Transparency vs. Dithering Transparency depends entirely on the resources required by each. I'm not quite a Competent Programmer myself, so I'll leave that to the Experts to answer... for now, Dither transparency is an easy way to implement it with the current engine, especially with a new release pending. :P

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Deon

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1205 on: November 20, 2009, 04:31:30 pm »

Quote
Edit for clarity: If you're not at "normal" zoom depth, every element on the page is scaled.
This.

I somehow failed to notice that I am browsing bay12games at 90% zoom instead of 100%. I was too used to it :). Thanks for clearing it out.

Quote
for now, Dither transparency is an easy way to implement it with the current engine, especially with a new release pending. :P
I hope it's going to be included :). I like the transparent water.
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CobaltKobold

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1206 on: November 20, 2009, 04:32:27 pm »

You're already drawing all objects you can see, so you're not killing any occlusion optimizations.

Dithering is dead-easy on per-pixel basis, for 50% ((x+y%2)?draw: don't draw)
Transparency is less dead-easy. Software implementation:
newgreen=(oldgreen*drawingalpha)+(drawinggreen*(1-drawingalpha));
where drawingalpha is the alpha channel as fraction with 1 = wholly transparent, 0 = wholly opaque. IF they're as 8-bit fields, then
newgreen=(oldgreen*drawingalpha)+(drawinggreen*(255-drawingalpha))>>8
for each color basically.

also, i heard gem windows were apparently lost somewhere along the line- I KNOW someone made sprites for 'em..
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tomblifter

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1207 on: November 20, 2009, 04:51:25 pm »

So here's what I did today.

Spoiler (click to show/hide)

You are my new God. Odin sits at your right, and Thor sits at your left.
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Fieari

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1208 on: November 20, 2009, 05:01:39 pm »

The stones look pretty cool, except that because they come from photos, they're going to tile VERY poorly.  We'll need either more variation, or manual adjustment to make it tile better.
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Jonathan S. Fox

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1209 on: November 20, 2009, 05:04:13 pm »

The stone types are lovely indeed, and there is quite a bit of excellent work in all areas. It really encourages wonderful fantasies about how nice Dwarf Fortress will look when the base game has isometric support, as I expect it eventually will.

For the wonderful stone types, I hope they can be adjusted to tile nicely at some point.
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dyze

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1210 on: November 20, 2009, 05:51:21 pm »

a still, almost finished
« Last Edit: November 20, 2009, 06:00:20 pm by dyze »
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Jadael

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1211 on: November 20, 2009, 05:53:38 pm »

Surprisingly many of them tile well, mostly due to being especially smooth or patterned. I haven't tested all of them to see if any stand out as especially bad though.

If someone wants to do that, I can adjust the textures on any that need it to make them tile seamlessly.

EDIT:

Oh, other idea I had, what about something like detail textures? A collection of 'markings' that can be randomly chosen from and blended with the tiles to create more variation.
« Last Edit: November 20, 2009, 06:04:37 pm by Jadael »
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CobaltKobold

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1212 on: November 20, 2009, 06:15:31 pm »

Looking at that awesome collection of stones, I can't help but think of something. Some of those textures are going to be heavily affected by repetitiveness. Maybe it would be possible to randomly flip the tiles when there's a lot of them clustered together? I'm thinking of floors, specifically. That, or the floors need a more connectable pattern, which will be hard for natural stone images.
Doesn't feel that bad for me, and I just ran them through a tester to look at.


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Footkerchief

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1213 on: November 20, 2009, 06:16:51 pm »

Those stone tiles are giving me serious Lode Runner 2 nostalgia.
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Impaler[WrG]

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1214 on: November 20, 2009, 06:40:15 pm »

nice still, the boiler could use some legs to keep it from hovering, other then that its perfect.
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