repaint Jammer to same colour as Radar Detector and adjust the blurring effect it causes within its range #4769
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Forgon uploaded file CB and Jammer towers and tanks next to each other at distance 500 before applying this patch series |
Forgon uploaded file CB and Jammer towers and tanks next to each other at distance 2500 before applying this patch series |
Forgon uploaded file CB and Jammer towers and tanks next to each other at distance 5000 before applying this patch series |
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Forgon uploaded file view of Jammer in design screen before applying this patch series |
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Forgon uploaded file GIMP XCF file with coloured layers to check emplacement foundations texture |
Forgon uploaded file GIMP XCF file with coloured layers to check Flashlight and EMP Missile Launcher texture |
Forgon uploaded file GIMP XCF file with coloured layers to check red dot texture |
Forgon uploaded file GIMP XCF file with coloured layers to check heavy cyborg left upper arm texture |
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Forgon uploaded file view of Jammer in design screen after applying this patch series |
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Forgon uploaded file CB and Jammer towers and tanks next to each other at distance 500 after applying this patch series |
Forgon uploaded file CB and Jammer towers and tanks next to each other at distance 2500 after applying this patch series |
Forgon uploaded file CB and Jammer towers and tanks next to each other at distance 5000 after applying this patch series |
Forgon uploaded file GIMP XCF file with layers which allows to easily repaint the Jammer |
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Forgon uploaded file all parts of this patch series joint into one patch file |
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Forgon uploaded file AWK script that allows moving a rectangular area for a given texture page by correcting the coordinates for each PIE files using it |
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resolution_fixed
type_patch (an actual patch, not a request for one)
| by ForgonThe 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 PIE 2 and PIE 3. Two topics puzzled me especially and my explanations of them could surely be improved:
Overall the PIE format is now better documented, since I
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
A texture used by Flashlight and EMP Missile Launcher overlapped with the Bunker Buster texture.
To correct this, I ran
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:
A texture showing a red dot was unused. I moved it in GIMP and verified that nothing required it by checking the result of
After repositioning a texture used for the left upper arm of heavy cyborgs in GIMP, I executed
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:
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.
To preserve the red spot in the center of radar dishes, I copied it into a new GIMP layer, and, using the "Colour to Alpha" tool (found via 'Colours->Colour to Alpha' in the menubar) removed the colour !#8d8d8d from it. I then merged the layer down.
I hope my patch does not cause too much trouble for real artists, like the makers of Art Revolution.
Issue migrated from trac:4769 at 2022-04-16 13:04:54 -0700
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