enigma-devel
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [Enigma-devel] New graphics


From: Raoul
Subject: Re: [Enigma-devel] New graphics
Date: Tue, 06 Feb 2007 17:58:29 +0100
User-agent: IceDove 1.5.0.9 (X11/20061220)


Question: how are the smaller images being generated? Are they simply downsampled versions of the higher resolution graphics?
(Just curious)
In this case, yes. But it's important to note that I always start with a large image, and then size it down to each size needed and check to make sure each one still tiles well and do any sharpening or touch up needed. One thing I noticed when looking at some of the objects currently in the game - coins, spoon, key, etc. - is that they appear to all have started at the smallest size, and then that small image was enlarged as needed. You always lose some image quality when enlarging a small image. It's always better to start big and then size down.
Agreed. AFAICT some of those images were created when only the only size available was the smallest, so the only thing that could be done to create the larger version was to scal them up.

One thing i will note: If you start with source images larger than the end sizes, and those source images are still useful for creation of aditional images (Even though the final images have been hand tweaked to
appear properly) it is nice to include the original image.
The use case for this is that it assists in the creation of new images.
For example should somebody decide they wanted to create a floor tile
that shows a smooth transition between the grass floor, and say a metalic floor,
having original images assists with that.
We will even store the original images in a special place in our svn tree called .../attic/gfx-templates.
There are some templates yet. Mostly the original GIMP files (.xcf).
As for what to work on next. I'm not really sure.
I would say the first priority would be any images that really don't look good even at the smallest resolution. it-banana for example does not look that good even at 32x32.(Although it is not horrible either)

Then I would say look at those images that look really poor in the 48x48 resolution. Many of those are images
that were clearly scaled up from a smaller size.

Perhaps somebody else has stronger feelings about what would be most beneficial to work on next.
I think, many of the items need work. The most of them could need some more details (it-hammer, it-bag) etc. And many haven't got their shadow. Some items are to big (it-pin, it-glasses-broken ...).

For the size, I would suggest to make the items not larger than 7/8 of the floortilesize. For gfx40 with a tilesize of 40x40, this would result in items with 35x35 px ...
Sure, there are some exceptions like it-trigger, it-brake and maybe others


-- Raoul




reply via email to

[Prev in Thread] Current Thread [Next in Thread]