The ingame painting Art Thread :)
Moderators: MR.D, Moderators
The ingame painting Art Thread :)
a co production of me, Dr. Inferno and InsaneBernd
Hihi, very good ^.^
DANGER: ingame art dump!
there was a depth charger there (that anti ship thingy)
FIDO's FTW!!
I like this shot as well ^.^
Though, these lines arn't drawn by me
Uber TLL Nuke on Speed Metal 2.
DANGER: ingame art dump!
there was a depth charger there (that anti ship thingy)
FIDO's FTW!!
I like this shot as well ^.^
Though, these lines arn't drawn by me
Uber TLL Nuke on Speed Metal 2.
Last edited by Zenka on 21 Apr 2006, 18:33, edited 2 times in total.
Some Dude:
http://img218.imageshack.us/img218/8654 ... 5333vp.jpg
DJ PeeWee rocking da mike!
http://img141.imageshack.us/img141/2236 ... 5628yy.jpg
friendly hill:
http://img148.imageshack.us/img148/5869 ... 0669wz.jpg
some critters:
http://img218.imageshack.us/img218/9525 ... 4315af.jpg
last but not least (no real ingame painting)
http://img89.imageshack.us/img89/7373/peewees7jg.jpg
http://img218.imageshack.us/img218/8654 ... 5333vp.jpg
DJ PeeWee rocking da mike!
http://img141.imageshack.us/img141/2236 ... 5628yy.jpg
friendly hill:
http://img148.imageshack.us/img148/5869 ... 0669wz.jpg
some critters:
http://img218.imageshack.us/img218/9525 ... 4315af.jpg
last but not least (no real ingame painting)
http://img89.imageshack.us/img89/7373/peewees7jg.jpg
In the above I realized I had amde an error, in taking the Red values from the TGA, so aside from one or two other improvements to unblur it somewhat and speed the loading and drawing process up I got this:
The onyl problem I see apart from sloowness when displaying large images and the TGA format I had to use (how do i laod jpegs?), is that the engine re-orients every line marker pixel as it does with grass and other thigns so that pixels close to the centre field of view are distorted as a result, which can be seen in the first pic, although showing ti from its side improves quality a heck fo a lot...
Perhaps those of you around during the time of JCAI and NTAI 0.2 will remember that screenshot, that was of NTai on it's 5th playtest ever, before I released the very first version (so early it would fill a quarter of the map with stuff but I hadnt told ti what todo with it yet).
That unit in the 3rd shot is the squarerook from nanoblobz.
PS: Now I need to speed it up and animate the image (which I guess requires GIF loading as lots of TGA frames would kill it), cant wait to get my anime girl to eat the bunny rabbit over and over again ingame......
The onyl problem I see apart from sloowness when displaying large images and the TGA format I had to use (how do i laod jpegs?), is that the engine re-orients every line marker pixel as it does with grass and other thigns so that pixels close to the centre field of view are distorted as a result, which can be seen in the first pic, although showing ti from its side improves quality a heck fo a lot...
Perhaps those of you around during the time of JCAI and NTAI 0.2 will remember that screenshot, that was of NTai on it's 5th playtest ever, before I released the very first version (so early it would fill a quarter of the map with stuff but I hadnt told ti what todo with it yet).
That unit in the 3rd shot is the squarerook from nanoblobz.
PS: Now I need to speed it up and animate the image (which I guess requires GIF loading as lots of TGA frames would kill it), cant wait to get my anime girl to eat the bunny rabbit over and over again ingame......
Well you'd need a grouPAI ro Global AI running, and I couldnt get it to display what was happening somewhere else on the map, not exactly, it laods from a TGA image atm.
I guess I could show whats happenning somewhere else using the interface if given the texture map or a minimap.. onyl there'd be no unit animation ro weapons firing.
It is a bit too intensive to make use of it everywhere atm but I'm working on that... I'm thinking of using it more to send messages and custom markers or for ingame GUI's and icons rather....
I guess I could show whats happenning somewhere else using the interface if given the texture map or a minimap.. onyl there'd be no unit animation ro weapons firing.
It is a bit too intensive to make use of it everywhere atm but I'm working on that... I'm thinking of using it more to send messages and custom markers or for ingame GUI's and icons rather....