#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 Warzone2100-project@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/warzone2100-project