On Thu, Jan 26, 2012 at 10:13 PM, Liviu Andronic <liv-public@myopera.com> wrote:
On Thu, 26 Jan 2012 20:30:01 +0100, Iwan Gabovitch <qubodup@googlemail.com> wrote:

On Thu, Jan 26, 2012 at 6:04 PM, Liviu Andronic <liv-public@myopera.com>wrote:

On Thu, 26 Jan 2012 05:35:16 +0100, Iwan Gabovitch <qubodup@googlemail.com>
wrote:

 Hello,

As part of replacing files with unknown or incompatible licenses, I tried
making a new grass texture [1] based on grass vector shapes [2] by
OCAL-user deemonizer.

[1]
http://openclipart.org/detail/**167348/darker-grass-shaded-**
varied-by-qubodup<http://openclipart.org/detail/167348/darker-grass-shaded-varied-by-qubodup>
[2] http://openclipart.org/detail/**164635/grass-by-deemonizer<http://openclipart.org/detail/164635/grass-by-deemonizer>


SVG Changes: colors, shapes, shading

I had to make changes in Gimp to the rendered file (all pixels have 0 or
255 alpha), otherwise some pixels would render white. Here [3] it is.

[3] http://ompldr.org/vY2dkMg

I also made some screenshots showing off the new grass [4].

[4] http://www.flickr.com/photos/**qubodup/sets/**
72157629035060221/detail/<http://www.flickr.com/photos/qubodup/sets/72157629035060221/detail/>


Is this a good replacement for the current grass? Please be blunt. :) If
it's not good, I will give it another shot or ask at OpenGameArt for help.

 I like it. But I'm slightly bothered by the horizontal lines. Are they  
 related to the alpha-changes?



First: quick general testing instructions for all:
--------
 svn co http://trigger-rally.svn.sourceforge.net/svnroot/trigger-rallytrigger-rally
&&
cd trigger-rally/
 ./configure && jam
 cp trigger-rally data/
Then overwrite the data/textures/grass-sprite.png with the png file you
want to test and run trigger-rally from inside data/
To get back original texture, do svn revert data/textures/grass-sprite.png
--------

Thanks a lot for the feedback!

No, I added them in the 'shadow' gradients. The vertical lines get added
somehow when Trigger renders them and at that time I didn't realize that
the reason why it all looked wrong was the white-pixel-borders, so I
thought "Something is wrong. It must be the vertical lines, I will balance
them out with horizontal lines!"

I see horizontal lines (actually, one or two whitish bands) in the prev version, and a lot of vertical lines in the second version.

The second version was intended as the first version, minus horizontal lines. Vertical lines are present in both. (My understanding of "white band" is "horizontal line of lighter color".)

I made a third version, which is v2 but darker (seems to match v1 in general darkness). I feel that the current in-game grass avoids the problematic effect of the vertical lines by being very dark.

Svg: http://ompldr.org/vY2g1eQ
Texture: http://ompldr.org/vY2g1eA
Screenshot: http://www.flickr.com/photos/qubodup/6768523321

As always, be bold :) - If my grass is not even close to being a good replacement, let me know and I'll try to get people who have more experience creating 3D game textures involved.


I created a new version as SVG [1], then in Gimp, added the same
full/no-alpha border and filled 'holes' in the texture [2] (hope this makes
it look like the grass has more depth). I uploaded a screenshot [3].

[1] http://openclipart.org/detail/167483/
[2] http://ompldr.org/vY2d6YQ
[3] http://www.flickr.com/photos/qubodup/6766897029/

Please test my new and my previous version in(!)-game. Try to find out
Yes, always. :)

The second version is worse than the first, at least as rendered in-game. Is it possible only to get rid of the whitish band (or patch) from the prev version?

Liviu



how
you feel about the different grass versions while driving fast, while
driving slow and while halting (for example when "R"ecovering or waiting
for the countdown or after finishing a race.

Feel free to boldly state your opinion! :)

Best regards

Iwan


Liviu



 Who can decide whether something gets checked into svn or not?

Cheers

Iwan