.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > The Honorably Discharged > Land of Legends

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #3  
Old October 21st, 2005, 05:16 AM

CT CT is offline
Private
 
Join Date: Oct 2005
Posts: 2
Thanks: 0
Thanked 0 Times in 0 Posts
CT is on a distinguished road
Default Re: Redrawing the Character Portraits?

Hiro,

Well, I gave it a shot and threw in the towel. I learned a few few things on the way, though.

I like how LOL uses common file formats, but there are a couple of things that work against contributors hoping to better character portraits. I'm not saying this to rip on LOL, and I'm sure that advanced graphics-handling routines were the last thing on your mind while developing such an engaging strategy game. But hopefully these few remarks will help your next project be even more modder-friendly:


1. Dialogue portraits are clipped regions from Battle portraits
The biggest drawback to me is a side effect of a clever trick you used with the graphics: the portraits used during dialogue are just clipped regions of the "versus" graphics that are shown during battles. The problem is that I can't change the region that is used so I have to be very careful about the position of the head in the versus graphic, lest it be in the wrong spot during dialogue scenes. Not only that, but a fighting portrait isn't always the best expression during conversations. It would look better (and be easier on any would-be modder artists) to have dialogue-only portraits for various emotions and keep them separate from the battle images (which I personally turn off anyway).

2. The file format is GIF
The GIF format is pretty restrictive for in-game art, versus some other common formats. It doesn't allow for many colors and doesn't have any alpha shading properties (good for merging outlines that aren't 100% black into the background). 24-bit PNG with alpha shaded transparency would probably offer the most flexibility in this regard.

3. Only five team colors
The five team colors are also limiting. I can't blur two team shades with the line art or each other without using at least a few colors outside of those five. This is a huge drawback, at least to the way I'm used to coloring. A more forgiving team-coloring method might be to use a mask over a grayscale base image and apply color to masked portions via some sort of blending method.

So, that's what I've found. None of this is meant as a harsh criticism of LOL- I'm hoping these observations will help you make your next project even more modder-friendly. It will encourage more participation if everything is working for would-be artists as much as possible.

For what it's worth, I whipped up a conceptual Elf Runner image before throwing in the towel. Here's a side-by-side, for comparison's sake:


The uncolored line art is here, if anyone would care to mod the mod. ;P
__________________
Curious what I've been up to lately? Check my sketchblog.
Reply With Quote
 

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:14 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.