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RimWorld => Mods => Unfinished => Topic started by: nightblue on April 12, 2016, 12:05:10 AM

Title: [WIP] Graphic pack: painterly textures
Post by: nightblue on April 12, 2016, 12:05:10 AM
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 :)

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Title: Re: [WIP] Graphic pack: painterly textures
Post by: damibonf on April 12, 2016, 12:15:13 PM
Ooooooooh, those oaks sure seem interesting... nice job!
Title: Re: [WIP] Graphic pack: painterly textures
Post by: Listen1 on April 12, 2016, 12:42:01 PM
Nice Job! Keep on the good work.

I like this idea, and also would really like to see the rock walls different
Title: Re: [WIP] Graphic pack: painterly textures
Post by: Goldenpotatoes on April 12, 2016, 12:47:53 PM
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)
Title: Re: [WIP] Graphic pack: painterly textures
Post by: 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
Title: Re: [WIP] Graphic pack: painterly textures
Post by: mrofa on April 12, 2016, 05:20:17 PM
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)
Title: Re: [WIP] Graphic pack: painterly textures
Post by: nightblue on April 12, 2016, 06:02:46 PM
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 :)
Title: Re: [WIP] Graphic pack: painterly textures
Post by: nightblue on April 13, 2016, 01:37:47 AM
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)

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Title: Re: [WIP] Graphic pack: painterly textures
Post by: Listen1 on April 13, 2016, 07:12:29 AM
THE RUBBLE AND THE ROCKS LOOK AMAZING

Wow, nice work. The bushes even have little fruits.
Title: Re: [WIP] Graphic pack: painterly textures
Post by: nightblue on April 14, 2016, 12:30:30 AM
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 :)


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Title: Re: [WIP] Graphic pack: painterly textures
Post by: mrofa on April 14, 2016, 01:16:08 AM
Can you make like 2 more rock atlas with the same connecting point ?
I got a dll that allows to use randome wall atlas.
Title: Re: [WIP] Graphic pack: painterly textures
Post by: Alistaire on April 14, 2016, 01:58:57 AM
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.
Title: Re: [WIP] Graphic pack: painterly textures
Post by: Listen1 on April 14, 2016, 06:56:25 AM
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.
Title: Re: [WIP] Graphic pack: painterly textures
Post by: skullywag on April 14, 2016, 06:59:05 AM
was gonna mention the need for fixing the white outlines but Al beat me.
Title: Re: [WIP] Graphic pack: painterly textures
Post by: nightblue on April 14, 2016, 09:57:36 AM
@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.
Title: Re: [WIP] Graphic pack: painterly textures
Post by: mrofa on April 15, 2016, 03:44:00 AM
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




Title: Re: [WIP] Graphic pack: painterly textures
Post by: Shinzy on April 15, 2016, 06:20:58 AM
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)
Title: Re: [WIP] Graphic pack: painterly textures
Post by: skullywag on April 15, 2016, 07:56:50 AM
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.
Title: Re: [WIP] Graphic pack: painterly textures
Post by: 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


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Title: Re: [WIP] Graphic pack: painterly textures
Post by: Listen1 on April 15, 2016, 09:59:30 AM
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.

Title: Re: [WIP] Graphic pack: painterly textures
Post by: Little Hell on April 16, 2016, 02:50:47 PM
Awesome job! I'd love to see it finished... and in my game!
Title: Re: [WIP] Graphic pack: painterly textures
Post by: mrofa on April 20, 2016, 10:53:09 AM
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
Title: Re: [WIP] Graphic pack: painterly textures
Post by: Wivex on April 21, 2016, 10:52:22 AM
Why black magic is this? How can that be so good? Is it free to use for other mods?
Title: Re: [WIP] Graphic pack: painterly textures
Post by: lance789 on May 06, 2016, 07:00:19 PM
Any ETA of when this mod will be done? this is gorgeous! :D
Title: Re: [WIP] Graphic pack: painterly textures
Post by: nightblue on June 03, 2016, 08:49:46 AM
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 :)

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Title: Re: [WIP] Graphic pack: painterly textures
Post by: nightblue on June 03, 2016, 08:52:27 AM
more textures



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Title: Re: [WIP] Graphic pack: painterly textures
Post by: nightblue on June 03, 2016, 08:55:19 AM
some more random bits, also putting rock atlas here again just in case.

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Title: Re: [WIP] Graphic pack: painterly textures
Post by: 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

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Title: Re: [WIP] Graphic pack: painterly textures
Post by: Listen1 on June 03, 2016, 09:01:27 AM
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.
Title: Re: [WIP] Graphic pack: painterly textures
Post by: milon on June 03, 2016, 06:19:01 PM
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*
Title: Re: [WIP] Graphic pack: painterly textures
Post by: CandleCopter on August 11, 2016, 04:30:49 PM
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!
Title: Re: [WIP] Graphic pack: painterly textures
Post by: Master Bucketsmith on August 12, 2016, 03:42:37 PM
:O yes
Title: Re: [WIP] Graphic pack: painterly textures
Post by: DariusWolfe on August 15, 2016, 03:56:55 PM
I would definitely like to see more.
Title: Re: [WIP] Graphic pack: painterly textures
Post by: CannibarRechter on August 31, 2016, 10:57:41 AM
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.
Title: Re: [WIP] Graphic pack: painterly textures
Post by: Listen1 on October 25, 2016, 09:44:41 AM
As far as I know, nightblue is working with another game project for real life and moneys.