For quite a while now I'm working on a new map. For that purpose I made a new veg sprite (a bush) as well. Now I discovered that all sprites in Trigger Rally are displayed with strange vertical brightness variations even if the original sprites have no such variations.
I the case of my bush this doesn't look good at all. The other sprites seem to have less of a problem with this display issue since their colors are brighter.
Do you have any idea how to solve this problem?
Below you can see the original sprite and a screenshot from it's appearance in the game:
This issue has been discussed once or twice on the devel ML, without a clear solution. I suggest that you repost your question there and maybe Jasmine has something interesting to say.
Huh, I received a notification of this post and replied to it by email, thinking it was from the mailing list. It looks like SF just quietly swallowed my reply. Sorry about that.
Here it is again:
Looks like it's applying the terrain detail map to the foliage as well.
A possible hacky fix: in src/pengine/terrain.cpp, insert this code at line 573:
Thank you for your replies.
I added the suggested code after line 573 from line 574 to 577 but unfortunately I didn't see any difference when I started the game afterwards again.
Just to check, did you rebuild the executable as well with 'make'?
Sorry, no, I didn't know that this would be necessary. (I'm not a programmer or system admin.)
So far I didn't find the folder with the Makefile. Where should I find it or from what folder can I call the make command?
Oops, sorry, I forgot that trigger uses 'jam' instead of 'make'.
You'll need to run it from the base directory of the source distribution, where the Jamfile is.
$ cd src
If you don't have Jam installed, you'll need to install it like this:
$ apt-get install jam
Ok, it seems jam has worked. (After I realised that I have to replace the old executable in the data folder as well...)
Thank you very much for your patient help.
It seems now I need to make the sprite brighter since without the additional brightness variations the whole sprite looks too dark. But I can handle that :)
By the way: Is there any possibility to make taller sprites? I would love to add trees, but the sprites are displayed to small. (The resolution unfortunately doesn't matter concerning size.)
Iwan Gabovitch (qubodup)
I don't know what the steps are to update the installed version. Your shortcut probably points to the installed version of Trigger, not the subversion checkout.
To test the version you compiled, do in a command line
cp trigger data/
As for the plant: it looks painted and more cartoon style than the photographic style of Trigger and I would suggest searching for something on the following sites, to preserve that style (unless that's what you're going for).
Your plant would be a great contribution to opengameart.org anyways. :)
I see your point concerning the cartoon style. On the other hand I think you can only see the difference if you try to examine the sprite via a deliberate closeup.
In my opinion it looks far better to draw a complete bush not completely realistic, but - in normal cases - realistic enough style instead of using just one branch or only a few photo-realistic identical leafs and get an obviously repeating pattern. (I couldn't find more than at most one whole branch in the referred archive.)
I can try to add more structure and detail to my drawing, but it's more detailed than useful in my opinion already. (But maybe you will share my impression when I publish my new map proposal. I'm not ready yet. Therefore I don't want to do that just yet. We can change and discuss this detail later on as well...
Shouldn't we add the code into the most recent release version as well? I'm not sure if I am able to to this since I didn't look into how I can update the svn yet...
Iwan Gabovitch (qubodup)
Jasmine, can you please commit the changes? I can confirm that they fix the issue.
If there's anything prohibiting you from committing, I can do it.
Onsemelitot: once the changes are committed, they will be uploaded to sourceforge.net's svn server and then you should only have to run "svn up" in the trigger svn directory.
If you made changes in the meantime, which block you from updating, you can do "svn checkout FILENAME" to reset them to the last state they were in the latest svn revision.
Done! I can't build or test on this machine, so if anyone can confirm that it's still working after this commit that would be great, thank you.
It compiles and runs and the plants render correctly. Thanks!