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The Icon Bar: Games: TEK feedback
 
  TEK feedback
  Max (10:04 24/2/2001)
  davef (13:30 25/2/2001)
    Max (17:44 25/2/2001)
      Jan Klose (09:56 26/2/2001)
        rich (11:13 27/2/2001)
          kick52 (17:12 27/2/2001)
            Max (19:14 27/2/2001)
              Jan Klose (08:41 28/2/2001)
                ToiletDuck (14:58 28/2/2001)
                  Max (18:58 28/2/2001)
                    Max (19:02 28/2/2001)
                      Middleman (16:21 7/3/2001)
                        Syam (22:37 14/3/2001)
                          [Steve] (13:46 16/3/2001)
                            Max (09:21 17/3/2001)
                              andreww (12:55 17/3/2001)
                                [Steve] (15:47 17/3/2001)
                                  Max (16:01 17/3/2001)
                                    Max (16:03 17/3/2001)
                                      andreww (18:10 17/3/2001)
                                        Max (23:49 17/3/2001)
                                          Jan Klose (17:07 19/3/2001)
                                            andreww (00:34 20/3/2001)
                                              Max (08:00 20/3/2001)
                                                Nerik (09:06 20/3/2001)
                                                  andreww (17:52 20/3/2001)
                                                    Max (18:49 20/3/2001)
                                                      Max (20:26 11/4/2001)
 
Max Palmer Message #85419, posted by Max at 10:04, 24/2/2001
Member
Posts: 66
Hi all,

As someone who is involved with the production of the TEK graphics, I would welcome any feedback regarding the TEK screenshots. What do people think of them ? What don't they like and what do they like ? What do you think is missing ?

Regards,

Max

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Dave F Message #85420, posted by davef at 13:30, 25/2/2001, in reply to message #85419
AA refugee
Posts: 4
Overall I think they're looking pretty sweet, the jungle landscape being the best.

I like the genreal look of the buildings, they are a change from the buildings in RA2(westwood's finest moment grin ).

Things I don't like is sudden cut off in shading on the slopes and floor in the desert/snow scenes.
Is it just me or is that sand building in the desert shot not quite at the right angle?

The units don't appear to have any shadows, which looks strange because everything else has. Also with flying units without shadows won't it be hard to show where the unit is when flying?

If anything is missing it would be cliffs, as there are none of them in the screenshots. Also walls, and rivers smile

Oh god, I'm a fussy b******. I do appreciate how hard it is to create so many graphics in a huge project and its very unfair for me to compare this game to RA2 has they have teams of artists. But then again I'm just a moaning perfectionist. wink

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Max Palmer Message #85421, posted by Max at 17:44, 25/2/2001, in reply to message #85420
Member
Posts: 66
Hi Dave,

The jungle landscape is also my favourite of the terrain sets. Propbably because it has a lot of variety in the three types of textures it uses.

Snow and ice is actually extremely difficult to do since you have so few shades to use. It was a nightmare, believe me, although the scenery will be helped by having plenty of trees (are you listening Jan ? ;-) ).

As for the sudden cut offs in the hills, I think its a combination of lighting (between two different rendering packages being used) and once again lack of shades (in a 256 colour palette).

There are a lot of other types of thing that I would like to attempt to do, graphics wise, but I have to live within the limits of my free time and the constraints of the game engine. Still, some of those you mention are on my list and are currently being prototyped - and looking quite nice ;-). Unfortunately, not all of what you ask about will be possible.

Finally, I'm doing my best, given the limitations of the hardware I have and most of all my free time - which is always in short supply.

Thanks for the comments and keep them coming.

Regards,

Max

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Jan Klose Message #85422, posted by Jan Klose at 09:56, 26/2/2001, in reply to message #85421
AA refugee
Posts: 42
Hi,

more trees are no problem :-)

The choppers will probably get shadows, but that's not sure yet.

The hard borders on the slopes will vanish soon.

Cheers,
Jan Klose
Artex Software

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Richard Goodwin Message #85423, posted by rich at 11:13, 27/2/2001, in reply to message #85422
Rich
Dictator for life
Posts: 6828
The main thing I would change is not really in the graphics - I just find the red bars confusing, units with full health would be better off in green, shading through yellow and orange to red, so you can see at a glance if a unit's damaged. But then I've played way too much Total Annihilation in my time wink

The shadows don't look dark enough on some of the screenshots, but apart from that it's looking pretty damn good...

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Tim Brook Message #85424, posted by kick52 at 17:12, 27/2/2001, in reply to message #85423
Member
Posts: 87
I just find the red bars confusing, units with full health would be better off in green, shading through yellow and orange to red, so you can see at a glance if a unit's damaged. But then I've played way too much Total Annihilation in my time wink

I second that, being one that usually selects large groups of units for attacks - it's a lot more useful if you see the damaged units in red others in green or yellow. I'm not sure shading is the best option but I haven't seen it in action so I don't really know.

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Max Palmer Message #85425, posted by Max at 19:14, 27/2/2001, in reply to message #85424
Member
Posts: 66
The shadows don't look dark enough on some of the screenshots, but apart from that it's looking pretty damn good...

Thanks for that. It's nice to hear people comparing the graphics to PC strategy games like C&C. While TEK won't have the same quantity or variety of graphics as a PC game, I'm trying hard to keep those graphics that I do produce near the level of a PC game.

Regards,

Max

PS Keep the feedback coming ;-)

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Jan Klose Message #85426, posted by Jan Klose at 08:41, 28/2/2001, in reply to message #85425
AA refugee
Posts: 42
Hi,

changing the red bars to green might be a good idea. :-)

Cheers,
Jan

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Mark Quint Message #85427, posted by ToiletDuck at 14:58, 28/2/2001, in reply to message #85426
Ooh ducky!Quack Quack
Posts: 1016
hi,
TEK is looking very nice smile
I would find the red bars pretty useful, the only other use for the bars may be to show what "team" the unit belongs to.
On the PC side of the graphics what package do you use to design the TEK graphics in???
I use Truespace 3 but its a complete cow to use unhappy and wouldnt mind finding a better proggy wink
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Max Palmer Message #85428, posted by Max at 18:58, 28/2/2001, in reply to message #85427
Member
Posts: 66
Hi Mark,

The TEK buildings and those vehicles (that I have done) have all been designed in TopModel and then textured and rendered in Bryce on the PC. I don't actually do any modelling on the PC, other than use some of Bryce's landscape features.

The trees were created using a specialist package, as will the explosion and smoke effects, (when I get round to them).

I actually much prefer TopModel to those PC based modelling packages I've tried (Amapi and Carrara). Although, I would love to trade up to 3DStudioMax or Lightwave one day. Well, I can dream anyway. Until then, the search goes on ...

Regards,

Max

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Max Palmer Message #85429, posted by Max at 19:02, 28/2/2001, in reply to message #85428
Member
Posts: 66
Oh, before I forget both the temple and desert building were created in Bryce from heightmaps created using Draw.

Regards,

Max

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B Message #85430, posted by Middleman at 16:21, 7/3/2001, in reply to message #85429
AA refugee
Posts: 4
Also with flying units without shadows won't it be hard to show where the unit is when flying?

IMHO without the shadows, the flying units do appear to be stangely shaped-ground units. Shadows on these would be a good idea, if only to show that they are in the air (erk comparrison coming up) like nthe Orcas in C&C? Admittadly i have absolutly no idea how you're going about putting this game together (and it's looking veerrry cool) but when a chopper lands in the aforementioned PC game, the shadow sort ofglides across the terrain until it meets up with the landing chopper. Oh, hell, I'm not explaining this properly. I'm sure you know hwta I mean...:-)

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Samuel Midgley Message #85431, posted by Syam at 22:37, 14/3/2001, in reply to message #85430
Member
Posts: 21
ithink TEKS graphics look stunning! smile
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Steve Allen Message #85432, posted by [Steve] at 13:46, 16/3/2001, in reply to message #85431
AA refugee
Posts: 56
I think they look good, and are nearing C&C quality, which I suppose is what people will be comparing it with. I just hope the explosions look good, as if they look tacky and rushed all your good work with the units/landscape will be undone smile

Good luck! And if you are reading this you should be working wink

grin
________
[Steve]
RiscPC SA & Duron 600@850
ICQ: 51028779

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Max Palmer Message #85433, posted by Max at 09:21, 17/3/2001, in reply to message #85432
Member
Posts: 66
I think they look good, and are nearing C&C quality, which I suppose is what people will be comparing it with. I just hope the explosions look good, as if they look tacky and rushed all your good work with the units/landscape will be undone smile

Ah - explosions (an interesting point). I'll do my best but there are some 'issues' with doing really good explosions. I'll have to see how much I can work around them ...

Good luck! And if you are reading this you should be working wink

Thanks. I did a fair bit of work last night on some of the units I'm responsible for. They're now looking really nice and (IMHO) they're ready to go into final production. I'll have to see what Jan says though !

Regards,

Max

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Andrew Message #85434, posted by andreww at 12:55, 17/3/2001, in reply to message #85433
AA refugee
Posts: 555
I don't think there's any software for creating realistic explosions under RISC OS. I don't know how it's done on other platforms although I've heard of particle systems. I imagine some are made from digital videos (FLI, MPEG2 etc).
I've made one from taking screenshots of an MPEG2 but it's quite a crude method!
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Steve Allen Message #85435, posted by [Steve] at 15:47, 17/3/2001, in reply to message #85434
AA refugee
Posts: 56
It's good to hear everyone so enthusiastic about Tek.

So what are these issues to do with explosions? Do you have to treat them as lots of particles modelled individually or what? Getting into the realms of stupidly complex physics equations are we smile

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Max Palmer Message #85436, posted by Max at 16:01, 17/3/2001, in reply to message #85435
Member
Posts: 66
I don't think there's any software for creating realistic explosions under RISC OS. I don't know how it's done on other platforms although I've heard of particle systems. I imagine some are made from digital videos (FLI, MPEG2 etc).
I've made one from taking screenshots of an MPEG2 but it's quite a crude method!

Making the explosions in no problem - I have the technology (and it isn't a RISC OS thing). The main problem is that the TEK engine only supports a one bit mask - which makes smoke and semi-transparent flames a real headache to do.

Max

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Max Palmer Message #85437, posted by Max at 16:03, 17/3/2001, in reply to message #85436
Member
Posts: 66
So what are these issues to do with explosions? Do you have to treat them as lots of particles modelled individually or what? Getting into the realms of stupidly complex physics equations are we smile

Nope - it's all trickery - but very realistic trickery at that. (And yes, we are talking particle systems here)

Max

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Andrew Message #85438, posted by andreww at 18:10, 17/3/2001, in reply to message #85437
AA refugee
Posts: 555
I thought it would be on another platform.

As a designer though, Max, you don't need to worry about transparancies do you? This should be taken care of by the coders shouldn't it?

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Max Palmer Message #85439, posted by Max at 23:49, 17/3/2001, in reply to message #85438
Member
Posts: 66
I thought it would be on another platform.

As a designer though, Max, you don't need to worry about transparancies do you? This should be taken care of by the coders shouldn't it?

Unfortunately, I have to change the output from the particle system which has graded transparency, and create a sprite mask. This often leads to halos round the images that look out of place on an alternate background.

Antialiasing is the bane of my life. Nice results - hideous problems when creating masks.

Regards,

Max

PS I hope that explanation is clear - it's far too late after a good evening out to be writing emails !

PPS Someone email Jan some nice 8-bit transparency plotting code please ;-)

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Jan Klose Message #85440, posted by Jan Klose at 17:07, 19/3/2001, in reply to message #85439
AA refugee
Posts: 42
PPS Someone email Jan some nice 8-bit transparency plotting code please ;-)

:-) Why not? That would solve Max' problems!

Cheers,
Jan Klose
Artex Software

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Andrew Message #85441, posted by andreww at 00:34, 20/3/2001, in reply to message #85440
AA refugee
Posts: 555
I don't fully understand what you mean by 'changing the output' but you seem to require two things - transparency code and blending code.
I assume the blending would be done around the periphery whereas the translucency would take effect on the body of the explosion.
For translucency a crude way is to add the colour components and divide by two with various exceptions for black or unset colour components in the two pixels being combimed.

Andrew

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Max Palmer Message #85442, posted by Max at 08:00, 20/3/2001, in reply to message #85441
Member
Posts: 66
I don't fully understand what you mean by 'changing the output' but you seem to require two things - transparency code and blending code.
I assume the blending would be done around the periphery whereas the translucency would take effect on the body of the explosion.
For translucency a crude way is to add the colour components and divide by two with various exceptions for black or unset colour components in the two pixels being combimed.

Andrew

Hi Andrew,

What you say is about right. There are two issues - blending (which affect the raytraced graphics which are anti aliased) and transparency - which affects images like the explosions which are naturally transparent. In actual fact the blending issue isn't too bad. However, the transparency issue is a bit more frustrating.

I'll try to explain the situation ...

What I mean is that the graphics program I will use to create the explosions is able to export frames with proper alpha data (i.e. 8 bit alpha mask). What I usually do next is process the images in Compo, since it has pretty good masking utilities. The processing involves discarding the original mask (since the engine doesn't support 8-bit transparency) and creating a new 1-bit mask. The problem is that the original frames are rendered against a background colour (usually black), which obviously is more dominant in those areas that are highly transparent. This can be removed by increasing the area that the mask covers (i.e. attempting to mask out these areas). However, this can often cause a lot of the image to be hidden. The alternative is to keep more of the image - but this leads to an image that has a black halo around it, which looks unnatural, especially in the desert / ice regions.

Getting the balance right can be a real pain and sometimes the resulting image always looks wrong. The only avenue I can think of that might work well would be to take the 8-bit alpha data and try and change it to a dithered one-bit mask. This would enable the background image to show through in transparent areas - but might result in an image that is too fragmented.

Hope this is clearer.

At a guess there is probably no solution that is completely acceptable, given the constraints (see below). I guess I'm a bit of a perfectionist ... ;-)

Max

PS NB Although 8-bit alpha support would be a big bonus - it wouldn't elminate the halo completely. (Although I believe the package does support a special type of image export mode to get around this problem). It would result in more natural looking in-game effects. Mind you, there probably aren't enough colours in 256 colour modes to cope well with 8-bit alpha blending anyway. Oh well ...

PPS I wonder how much slower a plot routine that support transparency would be ? Probably pohibitively slower.

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Charles Taylor Message #85443, posted by Nerik at 09:06, 20/3/2001, in reply to message #85442
Member
Posts: 24
I'll try to explain the situation ...

What I mean is that the graphics program I will use to create the explosions is able to export frames with proper alpha data (i.e. 8 bit alpha mask). What I usually do next is process the images in Compo, since it has pretty good masking utilities. The processing involves discarding the original mask (since the engine doesn't support 8-bit transparency) and creating a new 1-bit mask. The problem is that the original frames are rendered against a background colour (usually black), which obviously is more dominant in those areas that are highly transparent. This can be removed by increasing the area that the mask covers (i.e. attempting to mask out these areas). However, this can often cause a lot of the image to be hidden. The alternative is to keep more of the image - but this leads to an image that has a black halo around it, which looks unnatural, especially in the desert / ice regions.

Getting the balance right can be a real pain and sometimes the resulting image always looks wrong. The only avenue I can think of that might work well would be to take the 8-bit alpha data and try and change it to a dithered one-bit mask. This would enable the background image to show through in transparent areas - but might result in an image that is too fragmented.

Hope this is clearer.

At a guess there is probably no solution that is completely acceptable, given the constraints (see below). I guess I'm a bit of a perfectionist ... ;-)

Max


Is it possible to change the background colour of the the explosion plotting program? If so, you could use the 'average' background colour of each terrain type and have a separate set of explosion GFX for each terrain type. Which should alleviate the 'black halo' effect.
Well, its a compromise smile
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Andrew Message #85444, posted by andreww at 17:52, 20/3/2001, in reply to message #85443
AA refugee
Posts: 555
Hi,
Yes I understand the anti-aliasing problem and it's a problem I've faced in trying to blend TopModel graphics onto a particular background. By increasing the mask, you lose more of the orignal image.
I don't know a lot about alpha-channel blending although I assume it's used when you want to mask out a range of colours?
Therefore, I would think Charle's suggestion is the most useful, that of having a different explosion according to the general terrain colour and try to reach the middle ground so to speak.
A transparency routine shouldn't make too much impact if it's only used occasionally. You need to check each byte against the background so you can't just load words from memory and plot them to screen, you need the additional comparisons between sprite and background as far as I know.
You'll need to speak to the TEK coders.

Regards,

Andrew

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Max Palmer Message #85445, posted by Max at 18:49, 20/3/2001, in reply to message #85444
Member
Posts: 66
I'll give Charles' suggestion a try and see how I get on.

Cheers,

Max

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Max Palmer Message #85446, posted by Max at 20:26, 11/4/2001, in reply to message #85445
Member
Posts: 66
I'll give Charles' suggestion a try and see how I get on.

Cheers,

Max

Bingo ! ;-)

By pulling out all the stops I think she'll make it !

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The Icon Bar: Games: TEK feedback