For the last couple of nights I've been messing with the idea of making a graphic pack for RimWorld. I'll probably be doing a few assets every night after work. The focus will be on environment assets, especially ground textures and foliage. Ideally, though, I'd like to get to creatures as well.
(https://ludeon.com/forums/index.php?action=dlattach;topic=18733.0;attach=11942;image)
What I've done so far:
1st-pass repaint of soil, rich soil, and gravel textures.
Temporary pass on rough stone overlay (just chilled the existing one out)
Grass texture
Oak A, Oak B, Poplar tree A and the leafless versions
I will use this thread to document my snail progress. Thanks in advance for your patience :)
[attachment deleted by admin - too old]
Ooooooooh, those oaks sure seem interesting... nice job!
Nice Job! Keep on the good work.
I like this idea, and also would really like to see the rock walls different
This is probably the first graphics pack I've seen that actually fits the artistic theme of Rimworld while looking better than the vanilla graphics.
Big (http://i.imgur.com/RAG4nif.png)
hm I would love to see lil bit green on the dirt the grass bushels seem to stick out little too much
But I adore how edible they all look
All dats left is to redo the stone, as for grass i think it needs more coding thinkering since the art looks awsome
(https://s9.postimg.org/8tjcxfzhr/Untitled-1.png)
Quote from: Shinzy on April 12, 2016, 12:52:46 PM
hm I would love to see lil bit green on the dirt the grass bushels seem to stick out little too much
But I adore how edible they all look
Totally, I think I cranked up the saturation of the grass a bit too much. This makes trees harder to read too. Will tweak :)
Thanks all for the feedbacks and support! Good call on doing the bush and rocks next. Slowly but surely... looking forward to doing this tonight :)
Today:
Bushes, Raspberry Bushes, Dandelions(A,B,C), rock low(A,B,C). debris stones (A, B), rubble
Tuned grass saturation down a bit so trees and bushes stand out more.
(https://ludeon.com/forums/index.php?action=dlattach;topic=18733.0;attach=11994)
[attachment deleted by admin - too old]
THE RUBBLE AND THE ROCKS LOOK AMAZING
Wow, nice work. The bushes even have little fruits.
Thank you so much!
Tonight, tackled Rock Atlas. Not completely happy with where it's at but consider it a first pass? moving on.
I'll probably prioritize all tiles used by my current colony... because I'm self-serving, muhaha. So crops will probably be next.
(https://ludeon.com/forums/index.php?action=dlattach;topic=18733.0;attach=12050;image)
I may or may not be able to do more before next week, pending how I fare on an upcoming deadline :)
[attachment deleted by admin - too old]
Can you make like 2 more rock atlas with the same connecting point ?
I got a dll that allows to use randome wall atlas.
You're using RGBA(255,255,255,0) for the backgrounds of your sprites which adds a white outline in-game due to anti-alias which is calculated
based on nearest neighbouring pixels. I got a video (https://www.youtube.com/watch?v=qamBbTUW44c) explaining how to fix it in my preferred graphics software.
Nightblue, you worked with Airship Sindicate on Battle Chaser? I really love that game, once I save enough of it i'll probably buy. Gotta love some turn strategy rpg.
was gonna mention the need for fixing the white outlines but Al beat me.
@mrofa: Sure, I'll mess with a few wall variations. I have no idea how tech side of things work yet, though, so prepare for a barrage of noob questions ^_^b
@Alistaire: I actually do fill the transparent parts with the same color as the outline in photoshop. This usually gets rid of the outlines in most engines but for some reason not working here. Any tips for photoshop? I will look into paintfire, thanks a lot for your help.
This is what the tree sprite is saved as, with alpha channel indicating transparency. The larger image on the right shows where transparency is, I turned the usually black/white grid to grey to preserve eyesight :P
(http://i227.photobucket.com/albums/dd214/lxc2000/rw_tree_transparency_zpsnhtsgkju.jpg)
edit: looking at it closer I think the whiteline might be caused by sorting issues when shadow overlaps the asset?? Which would mean definitely harden alpha edges... thinking out loud :)
@Flying Rockbass: Thanks :D It's been a lot of fun to work on.
===========
Edit 2: got curious so I messed with this a little before work. Hardened alpha to the point of pixelation (only black and white) but I don't think it's helping.
My theory:
the "halo" is caused by semi-transparent pixels (gray alpha) overlapping another transparent texture - the engine can't draw them properly so it just kinda skips them and draw the raw ground texture instead (or whatever opaque texture is underneath). It happens when the tree overlaps a grass, or a shadow overlaps a tree. The game automatically mips down the tree textures, possibly due to them scaling according to growth %. This cause the trees to have grey alpha edges even when the source art has only black and white alpha channel.
Possible fix:
slightly noise-up the ground texture so the halo is less noticeable :P I'm not a technical person and will probably just do this until rendering tech or mipping improves.
(http://i227.photobucket.com/albums/dd214/lxc2000/rw_tree_transparency2_zpshcybrjbx.jpg)
From the scaled-up screenshot, we can see that the unmodded art has similar sorting issues. However, the noisier ground texture helped obscuring the effect.
I guessed at the mip/scale bits because grass particles and dandileons play nicely instead of causing trouble. Their base texture size are small so the art didn't get scaled down. Also, the halos are worse on younger (smaller) trees.
More theories/troubleshoots welcome :) This is getting fun.
You can always try the 1% of opacity for background works in 97% of cases for me.
Also tree stump could use a black border insted of green one, eventualy the bottom part of leavs could use some darker border to
Regarding the walls what i mean is 2 more atlases for rock walls, and all of them have one the same connection point/stone, so they can conect with each other
This image shows the cell grid(64x64 per square)
(https://s9.postimg.org/vsnbqzmuz/Wall1.png) (https://postimg.org/image/vsnbqzmuz/)
Now on this image when you look at the rocks on the left cell they are connected to rocks on the right cell, this give them a ability to to be a coutious image. So if all yours rock atlases would have the same connection part they could be shuffled with parts .
So the left stone cell could use atlas 1 and the right could use atlas 3 but they still would be coutious image.
(https://s9.postimg.org/6b4x7e54r/wall2.png) (https://postimg.org/image/6b4x7e54r/)
Anyways thats hard to explain for me ... will need to make/find better examples
Btw i love your stones , could you throw in the atlas and rock textures, would like to reverse enginner them :D
Quote from: mrofa on April 15, 2016, 03:44:00 AMAlso tree stump could use a black border insted of green one, eventualy the bottom part of leavs could use some darker border to
Oh, no please, I rather like how they blend into the ground
the tops make them stand out form the surroundings enough already
I kinda wish the rock chunks did the same. Like kind of blend in the ground a bit so they seem like they're "rooted" in it, and not like floating above
If I'm making any sense (Which often is not the case)
The quickest way ive found to remove the white lines is to set the background layer to black and set opacity to 1%. Which is what mrofa has suggested above. This hasnt failed me yet.
Hrmm I'll try the 1% opacity black BG thing for sure, although I suspect it's not a white border rather than transparency sorting issue.
Will disappear for a few days while chewing on the deadline. Attaching the rock atlas though :)
I believe it's used as a multiply layer over solid colors, or is tinted some similar way, so I can't blend the bottom like I attempted with tree and grass. Could try lightening the outline on the bottom and see how that goes.
Thanks again for all the help <3
[attachment deleted by admin - too old]
Go get them! I'll mark this post to see your progress. Since I do not posses artistics abilities and am colorblind, the only thing I can offer is my personal feedback.
Which you shouldn't care because I may be seeing the wrong colors.
Awesome job! I'd love to see it finished... and in my game!
Quote from: nightblue on April 15, 2016, 09:41:17 AM
Hrmm I'll try the 1% opacity black BG thing for sure, although I suspect it's not a white border rather than transparency sorting issue.
Will disappear for a few days while chewing on the deadline. Attaching the rock atlas though :)
I believe it's used as a multiply layer over solid colors, or is tinted some similar way, so I can't blend the bottom like I attempted with tree and grass. Could try lightening the outline on the bottom and see how that goes.
Thanks again for all the help <3
Thanks that is suprisingly easy and looks awsome, now i only need to get some imagination :D
Why black magic is this? How can that be so good? Is it free to use for other mods?
Any ETA of when this mod will be done? this is gorgeous! :D
Hey guys, very sorry for the extended MIA. the intent is for this to be free to use for everybody, including modders (please give a nod/credit, just for good form) if they prefer a different style for their visuals.
attaching some of the textures. the ground textures are too large and I'll find a different host when i have more time :)
[attachment deleted by admin - too old]
more textures
[attachment deleted by admin - too old]
some more random bits, also putting rock atlas here again just in case.
[attachment deleted by admin - too old]
plants. ok that's mostly what I've got so far :)
be back soon I hope. If you need to get ahold of me, take Mrofa's cue and poke me on the modding slack haha
[attachment deleted by admin - too old]
Quote from: nightblue on June 03, 2016, 08:59:06 AM
plants. ok that's mostly what I've got so far :)
be back soon I hope. If you need to get ahold of me, take Mrofa's cue and poke me on the modding slack haha
Thank you for your hard work. Soon steam release will be a thing, so hope you can expand on this and make the game even prettier.
Wow, those are GORGEOUS! Seriously, nightblue, you should nominate this for inclusion in vanilla. It looks much more natural than the current 2D-paper-cut-out's we currently have.
*subscribed*
Don't know if this is dead or not but really, this is awesome! I've always loved this game but kinda... grudgingly accepted the art style of it. :p With the update of some of the animal models in the new alpha I've been wanting the other assets to match the smoothness those critters have. <3 Great job!
:O yes
I would definitely like to see more.
Nightblue's last post was early June, 2016. Basically, he hasn't posted for 3 months. I'd say he's on to other games, I'm afraid.
As far as I know, nightblue is working with another game project for real life and moneys.