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Daimonin Forum  |  Contributions  |  Graphics (Moderators: Sherock, subaru)  |  Topic: POV-ray configurations for creating arch images « previous next »
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Topic: POV-ray configurations for creating arch images  (Read 1799 times)
badmotorfinger
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« Reply #15 on: April 19, 2008, 12:45:16 am »

I cheated a bit and just slapped a new image on the server with the old name.  See above for the 1/2 size.

It was created with Povray and BlobMan.  Excellent stuff, that.  The straight human figure is pretty much out-of-the-box, and you can override any of the body parts to make different shapes - so something more conical for a robe or similar.  Colors/textures are easy, but who needs textures at this resolution? ;-)

Am enough of an ol' fuddy that I use a text editor and raytrace from the command line..  Will have to get the hang of a GUI one of these days, I suppose.
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Nobbit
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« Reply #16 on: April 19, 2008, 08:44:20 am »

Niceeee! That is really looking good!  Shocked Great job
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Torchwood
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« Reply #17 on: April 19, 2008, 09:01:29 am »

That's interesting ... he's still quite clear even though he is now smaller.  I think he might still be too large for a human sized figure - but would be worth you having a look at some of the existing images to get the correct scale (and location on the tile - i.e. his feet need to be in the 'middle' of the floor tile).

For example, see this image that I created when I was in the development stage for the new human male images - to get the correct foot location / height of figure:



Don't forget, you can easily test out in-game any images you have by putting them into your client/gfx_user folder and naming them appropriately.  For example, if you name your images human_male.111.png, etc. they will replace (for your client only) the standard human_male images.

Refresher on image naming conventions until the Wiki is back up and running:
file.xyz.png

x = action, = 0 for sitting/resting, 1 for idle, 2 for running, 3 for attacking
y = direction, 1-8
z = animation frame (1-4 for human_male, 1-3 for all other player races)
« Last Edit: April 19, 2008, 09:03:17 am by Torchwood » Logged

badmotorfinger
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« Reply #18 on: April 19, 2008, 11:55:47 am »

Oooooh, I think I just lost a chunk of my weekend.  Evil

If we're using PNG, the next obvious question: Alpha?  Am thinking that would be screaming cool..
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Torchwood
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« Reply #19 on: April 19, 2008, 12:30:17 pm »


Yes!  The latest human_male images on the test server are RGBA images, complete with partially transparent drop shadows.
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LordGrunt
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« Reply #20 on: April 20, 2008, 05:42:06 pm »

moved my pictures to separate sticky
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LordGrunt
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« Reply #21 on: May 02, 2008, 04:31:20 pm »

updated several important points of configurations, as I recently discovered proper camera angle (location to floor plane) which is 30 degrees. for first config, floors, its doesnt matter at all. for other, its best to use new version. old didnt seem to cause problems , but with new 144x192 configuration, it is required for proper tiling.

hopefully, ill be able some day to put all that to wiki.
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LordGrunt
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« Reply #22 on: October 06, 2008, 10:56:33 pm »

recent discovery: 48x96 setup seems ot have small glitch. its just 1-3 pixels off in up-down direction. for now i didnt use full floors in objects i made with this setup, so it wasnt visible. ill try to hunt it soon. it would show only if full tile floor is included.

OTOH, i must share this recent discovery. might be not so big, but im happy i found it.
there is beta version of povray, for both windows and linux. its v3.7, available on their website. its also expired :/ but no worries, its possible to continue using it despite of the expiry date (which is set in the past now )
reason i mention it here, is that its finally supporting multi processor rendering. meaning that people with more than one physical CPU and also dual-core CPU's will be finally able to see the horsepower sleeping under their machine cover Smiley
http://www.povray.org/beta/
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Daimonin Forum  |  Contributions  |  Graphics (Moderators: Sherock, subaru)  |  Topic: POV-ray configurations for creating arch images « previous next »
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