#4769: repaint Jammer to same colour as Radar Detector and adjust the blurring
effect it causes within its range
-------------------------------------------------+-------------------------
Reporter: Forgon | Owner:
Type: patch (an actual patch, not a | Status: new
request for one) | Milestone:
Priority: normal | unspecified
Component: other | Version:
Keywords: | git/master
Blocking: | Blocked By:
| Operating System: All
| /Non-Specific
-------------------------------------------------+-------------------------
The Jammer was hard to tell apart from the Counter Battery (see attached
screenshots [raw-attachment:cb_and_jammer_distance_5000_old.png], [raw-
attachment:cb_and_jammer_distance_2500_old.png], [raw-
attachment:cb_and_jammer_distance_500_old.png]).
Its blurring effect also obscured unit outlines too much, making it
difficult to distinguish units from a distance (see attached screenshot
[raw-attachment:jammer_vision_blur_old.png]).
Therefore, I have repainted the Jammer to the same colour as the Radar
Detector (compare [raw-attachment:jammer_model_old.png] to [raw-
attachment:jammer_model_new.png]).
This makes it much easier to tell CB and Jammer apart (see attached
screenshots [raw-attachment:cb_and_jammer_distance_5000_new.png], [raw-
attachment:cb_and_jammer_distance_2500_new.png], [raw-
attachment:cb_and_jammer_distance_500_new.png]).
The blurring effect is now far less intense, but more frequent (see
attached screenshot [raw-attachment:jammer_vision_blur_new.png]).
=== Documentation for PIE format ===
I have made a few changes to the file './doc/PIE.md' to better explain the
different coordinate notations used by PIE2 and PIE3. However, two
questions remain:
* Why do helicopter models use some negative coordinates? Are their PIE3
UV values not supposed to range from 0 to 1?
* What is the purpose of texture flag 4200? It is used in a few PIE2 and
PIE3 models.
=== Repositioning textures in texture page ===
The textures used by the Jammer were shared by CB, Commander, Heavy Rocket
Bastion and Missile Fortress. Therefore, I had to copy them to a new
location in the texture page './data/base/texpages/page-17-droid-
weapons.png'.
A lack of space required shifting textures on that page and recalculating
coordinates. For that purpose, I wrote an AWK script that allows moving a
rectangular area for a given texture page by correcting the coordinates
for each PIE files using it (see attached script [raw-
attachment:'move_textures']). It is far from perfect, and must fail if
only a part of one texture is chosen.
I carefully tested each texture I moved. Besides using my script, I found
it useful to temporarily repaint textures in pure red, blue and green
(whose hexadecimal values are #f00, !#00f, !#0f0). This makes it easy to
remember where to look for unintended changes. Some files with repainted
textures are attached.
----
After repositioning an emplacement foundations texture in GIMP, I executed
{{{
./move_textures 716 480 120 24 684 1000 page-17-droid-weapons.png
}}}
----
A texture used by Flashlight and EMP Missile Launcher overlapped with the
Bunker Buster texture.
To correct this, I ran
{{{
for f in data/base/components/weapons/{gnmr,cy_}las.pie
do
printf '%s\n' ',s/219/218/g' w | ed -s $f
done
}}}
I also removed a few unused pixels beneath the texture.
To ensure they were really not needed, I checked the result of
`./move_textures 796 480 76 4 0 0 page-17-droid-weapons.png`.
Finally, I moved the texture in GIMP and shifted all required PIE
coordinates by executing:
{{{
./move_textures 796 428 76 52 796 388 page-17-droid-weapons.png
}}}
----
A texture showing a red dot was unused. I moved it in GIMP and verified
that nothing required it by checking the result of
{{{
./move_textures 792 504 56 56 368 304 page-17-droid-weapons.png
}}}
----
After repositioning a texture used for the left upper arm of heavy cyborgs
in GIMP, I executed
{{{
./move_textures 488 392 28 52 432 304 page-17-droid-weapons.png
}}}
----
Finally there was enough free space on the texture page to copy the
textures needed by the Jammer model. I copied them in GIMP and then
executed:
* for the mast:
{{{
git checkout $(./move_textures 892 196 52 200 820 440 page-17-droid-
weapons.png | grep -vFx ./data/base/components/weapons/gnmecm1.pie)
}}}
* for the dishes:
{{{
git checkout $(./move_textures 864 912 64 64 460 392 page-17-droid-
weapons.png | grep -vFx ./data/base/components/weapons/gnmecm1.pie)
}}}
data/base/components/weapons/gnmecm2.pie
=== Repainting the Jammer ===
To use exactly the same golden colour as the Radar Detector, I first
removed grey areas from its texture page
(see attached image [raw-attachment:page-59-more-weapons_rendered.png]).
GIMP's "Sample Colourise" tool did all the rest for me (see attached image
[raw-attachment:gimp_sample_colourise.png]). It can be accessed via
'Colours->Map' in the menubar.
I tried to further improve colouring, e.g. by using the "Colourise Tool"
and setting the "Hue value" to 38 and the "Lightness" value to -35 (see
attached image [raw-attachment:jammer_model_alternative.png]). Yet overall
I could not make the model much prettier, and since I am no artist and my
colour vision might be poor I'll leave that task to others.
I hope my patch does not cause too much trouble for real artists, like the
makers of Art Revolution.
--
Ticket URL: <http://developer.wz2100.net/ticket/4769>
Warzone 2100 Trac <http://developer.wz2100.net/>
The Warzone 2100 Project
------------------------------------------------------------------------------
Check out the vibrant tech community on one of the world's most
engaging tech sites, Slashdot.org! http://sdm.link/slashdot
_______________________________________________
Warzone2100-project mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/warzone2100-project