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Old 12-18-2008, 04:49 AM   #241
Dinonykos
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Default Re: New Wall for 640x480 Resolution

A Problem is certainly that due to the stretching, smoothing is inevitable. However, I think it may be reasonable to make the ground looking a little out of focus when walking on the roofs...

I will probably redraw the ground instead of stretching, but those who like it quick (and a little dirty), this approach may be reasonable.
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Old 12-18-2008, 09:53 AM   #242
manikus
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Default Re: New Wall for 640x480 Resolution

I guess I'll have to look a little closer to figure out what was stretched and where.

Sice I typically render my backdrops, it is beyond my capability to redraw them. Since rendering already breaks some of the perspective rules for DC, I'm okay with the new type of backdrops being "quick and dirty".

I guess I thought it would be harder, because I thought I would be changing the horizon line as well as ground perspective. Maybe even moving away from a straight line to a curved one to represent the distortion.
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Old 12-18-2008, 10:20 AM   #243
Dinonykos
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Default Re: New Wall for 640x480 Resolution

Quote:
Originally Posted by manikus View Post
I guess I'll have to look a little closer to figure out what was stretched and where.

Sice I typically render my backdrops, it is beyond my capability to redraw them. Since rendering already breaks some of the perspective rules for DC, I'm okay with the new type of backdrops being "quick and dirty".

I guess I thought it would be harder, because I thought I would be changing the horizon line as well as ground perspective. Maybe even moving away from a straight line to a curved one to represent the distortion.
In the 1-point perspective DC uses, the horizon is always at the same height as your eyes. The point would change if you changed the angle of your head, but if you keep your head in the same position, it makes no difference whether you are on the first or on the second floor. You can test that with a high building and a - what is it called in English? Water level perhaps?

Curved lines are interesting if you have a big picture and want to give the illusion that the viewer changes his perspective when he looks at different sections of the picture. In that case, you theoretically use infinite vanishing points.

Below, you see an additional picture showing the areas that I stretched. Firstly, I stretched the red area to a height that corresponded to the blue and magenta section of the grid. Then, I used the blue area to fill the rest of the BG...

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Old 12-18-2008, 10:33 AM   #244
manikus
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Default Re: New Wall for 640x480 Resolution

I agree about the vanishing point in one point perspective, it is always where you're looking. I am talking about moving the horizon line below the vanishing point.

I want to move it b/c the eye is naturally drawn to the horizon line and to the center - if they are disparate entities, I'm hoping for a greater illusion of height.

I do freely admit that you may well be (and probably are) completely right on this, I just want to give it a try and see what I can do.

As an aside, I think it would be fun to do a mini-module that does not use one-point perspective for the backdrops. I could render everything. I just have to think of a good reason why the PC can't see very far.
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Old 12-18-2008, 10:41 AM   #245
Dinonykos
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Default Re: New Wall for 640x480 Resolution

I have a one-square level in my design where the player looks down from a very high building. I even used the multiple-vanishing-points approach there.

A good reason for another perspective would be that the player is e.g. sitting inside a mecha and looking down on a village... Or sitting on the back/head of a dragon...

Concerning the horizon: something which is not very far away would certainly be affected, e.g. a forest in the background that covers the horizon should probably be moved some pixels downwards.
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Old 12-18-2008, 11:03 AM   #246
manikus
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Default Re: New Wall for 640x480 Resolution

I guess I should have pointed out earlier that moving the horizon line would be a few pixels, maybe a half dozen, down.

Though I do have some designs that move the horizon line down by 35 pixels so that I could get a completely different perspective on the walls.

This would be a great time to remind the universe how unhappy I am that all those years ago, CocoaSpud et al decided to go with a rectangular 3D window instead of a square one as FRUA had. (Maybe I should make this a bug, though it would involve changing a lot of art to fix, as well as some code.)
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Old 12-18-2008, 12:22 PM   #247
Dinonykos
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Default Re: New Wall for 640x480 Resolution

Quote:
Originally Posted by manikus View Post
This would be a great time to remind the universe how unhappy I am that all those years ago, CocoaSpud et al decided to go with a rectangular 3D window instead of a square one as FRUA had. (Maybe I should make this a bug, though it would involve changing a lot of art to fix, as well as some code.)
Please don't!!! Although I agree that a square would have been better...
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Old 12-18-2008, 12:32 PM   #248
manikus
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Default Re: New Wall for 640x480 Resolution

Don't worry, I won't change anything for the Official DC.

It's easy enough to change for my own purposes - such as my Silver Blades module.
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Old 12-18-2008, 01:22 PM   #249
Dinonykos
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Default Re: New Wall for 640x480 Resolution

How many designs are you currently working on? 12? 13? 14?
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Old 12-18-2008, 01:30 PM   #250
manikus
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Default Re: New Wall for 640x480 Resolution

I've put everything on the backburner except for 3.
In order of importance~
Prohovost
The City
Legacy of the Silver Blades

Of course, I will still be doing other art as the mood strikes me.
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