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From: Michael V. <Mic...@gm...> - 2014-04-16 05:23:14
|
On 04/15/2014 12:34 PM, Michael T. Pope wrote: > On Sun, 06 Apr 2014 15:38:48 +0200 > Michael Vehrs <Mic...@gm...> wrote: >> The rivers have been moved off-center. Rivers and forests have been >> auto-generated. If you consider the approach worthwhile, I will improve >> the rivers. > I can confirm the movement of the rivers and forest clearance is working, > which is encouraging. Its worth moving forward IMHO, although I remain a > bit cautious until we see the final result. One problem that does seem to > have resurfaced is the sticking-out-corner problem, visible at the bottom > of the desert tile in the attachment. Was that ever fixed? I can't recall that happening. As far as I remember, this is a pretty fundamental problem of our map painting algorithm, which became a lot more visible when I replaced the opaque tile borders with transparent ones. In your screenshot, the desert beach is painted after the savannah beach to its left, and does not take the type of the tiles it touches at the corners into account. The problem here is that if we add a transparent border at the corner, then several such borders will sometimes add up to a pretty dark spot. > >> It might also be a good time to generate multiple versions >> of the forest tiles, and possibly also of the river tiles. > Agreed, and possibly to harmonize with the existing alternate-tile > hackery used for mountains. > > Cheers, > Mike Pope That should probably wait until after the next release. I see a few problems to be solved. In principle, the tile style information should not go into the model, since it really only concerns the GUI. However, we save no persistent GUI information, yet. We also need to take into account that the number of available styles might vary from player to player and from time to time, depending on available mods, for example. Thus, it might be a good idea to map the tile id, or some combination of id and coordinates on the number of available tiles, e.g. id.hashCode() % number_of_styles On the other hand, we need to determine the styles when the map is first displayed, which might be some work, especially if we decide to use multi-tile images, or images that depend on the style of neighbouring tiles. And some styles might have additional constraints, such as ice floes that should not be used in the tropics. Regards Michael |
From: Michael V. <Mic...@gm...> - 2014-04-06 13:38:59
|
So, I'm afraid my previous email is still being moderated, due to the size of the attached screenshot. So here is a slightly updated version. The rivers have been moved off-center. Rivers and forests have been auto-generated. If you consider the approach worthwhile, I will improve the rivers. It might also be a good time to generate multiple versions of the forest tiles, and possibly also of the river tiles. In order to try this for yourself, you need to generate tiles with the ForestMaker and RiverMaker tools, and change resources.properties to use the new tiles, since I have not yet committed the tiles themselves. Regards Michael |
From: Michael V. <Mic...@gm...> - 2013-02-02 10:07:30
|
On 28.01.2013 13:06, alexandros intzekostas wrote: > Hello Michael, here is the photo with transparent background! Thanks for the image. I have committed it, and the necessary code, to the repository. The attached screenshot shows it in action. Regards Michael |
From: Michael V. <Mic...@gm...> - 2012-11-25 09:45:34
|
On 17.11.2012 18:25, alexandros intzekostas wrote: > Hello, > > My name is Alex and I am from Grecce. I study computer science at > Aristoteleio University and grapgics is something that I love doing > especially when it has to do with Java programms. Also, Java is one of > my favoyrite languages. I would really appreciate if you allow me to > participate in the graphics design and also give me some information > about the requirments of this work and what works are in progress and > generally guidness. I m looking forward to your ansswer as soon as > possible. Thank s for your time! > > > > > Faithfully yours, > > > > Alex Dear Alex, I am sorry that we took so long to reply, but presumably your mail was delayed by a spam filter. We are always looking for new contributors, both artists and programmers. Many ideas for improving the look of FreeCol have been put forward. Maybe you could outline your strengths and interests? Regards Michael |
From: alexandros i. <in...@ho...> - 2012-11-17 17:25:07
|
Hello, My name is Alex and I am from Grecce. I study computer science at Aristoteleio University and grapgics is something that I love doing especially when it has to do with Java programms. Also, Java is one of my favoyrite languages. I would really appreciate if you allow me to participate in the graphics design and also give me some information about the requirments of this work and what works are in progress and generally guidness. I m looking forward to your ansswer as soon as possible. Thank s for your time! Faithfully yours, Alex |
From: Michael V. <Mic...@gm...> - 2012-10-19 05:05:48
|
At the moment, forests obscure rivers on the same tile. In order to fix this properly, we would need partial forest graphics similar to the beach graphics. This should allow for very nice combinations of forests and rivers. The number of different river graphics might also be cut down considerably by creating and combining appropriate third-of-a-tile images. This looks like a lot of work, but it isn't, really. Our river graphics are of low quality, so redrawing a few of them would be a good idea anyway. In other words, cutting the extant graphics programmatically would not entail any loss of quality. And if we had graphics of individual trees rather than forests, we could create the necessary forest tiles programmatically, too. And we could create forest borders similar to beaches. Regards Michael |
From: Ewe L. K. <leo...@ya...> - 2012-01-10 04:47:32
|
http://www.echipamentlucru.ro/january.php?ofebjmo=66&hagyg=927&ogyxonjga=74 |
From: Ewe L. K. <leo...@ya...> - 2012-01-10 01:40:59
|
http://loveboutiquesexshop.com/january.php?onytocil=21&cavovy=556&fazob=22 |
From: Ewe L. K. <leo...@ya...> - 2012-01-10 01:40:28
|
http://globalindlcorp.com/january.php?ogusor=58&kuvisyq=153&totetifudug=57 |
From: Ewe L. K. <leo...@ya...> - 2012-01-09 22:46:11
|
http://geleris.gr/january.php?ywam=38&opoge=816&xyfepjp=11 |
From: Ewe L. K. <leo...@ya...> - 2012-01-09 22:45:12
|
http://simulate.clanteam.com/january.php?apehiqyxjs=89&yhupe=765&ymjmjbeb=39 |
From: Ewe L. K. <leo...@ya...> - 2012-01-09 20:33:04
|
http://restauracioneselcid.com.ar/january.php?umakusemosu=17&neruw=345&ocjfjc=52 |
From: Ewe L. K. <leo...@ya...> - 2012-01-09 05:10:27
|
http://ncloyaltyrewards.com/january.php?fymuqohjr=76&hohu=225&awerynufiry=42 |
From: Ewe L. K. <leo...@ya...> - 2012-01-09 02:22:58
|
http://downloadprinterdrivers.net/january.php?yqytjv=77&wjluneke=131&uwokohu=77 |
From: M. S. <mi...@eu...> - 2011-10-27 21:32:02
|
Dnia 2011-10-18 20:12 André Kirchner napisał(a): >Hey, > >I'd like to join you guys. >What can I do? How can I help make this project become more attractive >in graphical ways? > >:D > >Cheers, >André > Actually I've got the goods set pretty much finished, but not implemented, the single goods images are only meant to be used for work window, so they may even be inferior to the default set, but that's a temporary solution. The rest belongs to the programmers. Now I'm working on colony buildings and colony graphics. And Units. I'm also waging a never ending war on the terrain, but the terrain is a harsh opponent. If You want to participate, I'll share my resources with you. We need everything. In particualar 3D models in exchangable formats, rigged humans, items, ships and architecture from the relevant period. If You're working more with 2D, You might even spend some time searching the net for (open licenced!) period pictures illustrating scenes form the game, but ones which consistent with those already in the game, or a full new set. You could also for example begin to design a new UI set; Personally, I have envisioned a golden-woody frames and buttons, which would go nicely with the blue-green colors of the map at the and be a nice tribute to the commercial Colonization relases. I think this does not necessairily reguire arch-mastery in graphics to do it right, what it does reguire though, is vision, some time, and genuine effort. We could also use some nice Fonts in open fromat. Cheers. |
From: Michael V. <Mic...@gm...> - 2011-10-20 04:41:32
|
On 18.10.2011 20:12, André Kirchner wrote: > Hey, > > I'd like to join you guys. > What can I do? How can I help make this project become more attractive > in graphical ways? > > :D > > Cheers, > André > There are many ways to help. Most graphics could do with an overhaul, but we do value consistency. We will not add a greatly improved artillery image to the game unless it fits in with the other unit images, for example. Misiulo is currently working on goods and resource images (and possibly others, too), so you should not focus on these areas. Furthermore, we can always do with good, consistent ideas regarding the look and feel (and usability) of the UI. Regards Michael |
From: André K. <an...@an...> - 2011-10-18 18:39:15
|
Hey, I'd like to join you guys. What can I do? How can I help make this project become more attractive in graphical ways? :D Cheers, André |
From: Michael V. <Mic...@gm...> - 2011-10-08 13:15:18
|
On 08.10.2011 14:48, Michael Vehrs wrote: > There are various versions of a portrait in color floating around on the > internet. According to this page > (http://maineinsights.com/perma/neil-roldes-blog-history-in-todays-politics-this-edition-reform-capitalism/unknown1), > it is in the public domain. Does anyone know more? > > Regards > > Michael > It is apparently the so-called "Muir" portrait, possibly by one Charles Smith (1748-1824) of Turmiston in Stenness, Orkney. At any rate, the original painting is certainly in the public domain. But has anyone got a public domain reproduction of the painting? Regards Michael P.S.: for further details see http://books.google.com/books?id=PgE6AAAAIAAJ&pg=PA162&lpg=PA162 |
From: Michael V. <Mic...@gm...> - 2011-10-08 12:48:48
|
There are various versions of a portrait in color floating around on the internet. According to this page (http://maineinsights.com/perma/neil-roldes-blog-history-in-todays-politics-this-edition-reform-capitalism/unknown1), it is in the public domain. Does anyone know more? Regards Michael |
From: Michael V. <Mic...@gm...> - 2011-09-27 15:17:23
|
We have just released FreeCol 0.10.3, which fixes several issues reported with previous versions. The release adds no new features and should be able to load all games saved with versions 0.9.x and 0.10.x. Enjoy! Regards Michael |
From: Ewe L. K. <leo...@ya...> - 2011-07-07 16:53:22
|
You have a golden chance in your life!... http://essana.fr/page.friends.php?jgufriend_id=20uz0 |
From: Michael V. <Mic...@gm...> - 2011-01-22 10:50:15
|
We have released FreeCol 0.10.0-alpha. The new release should be able to read all 0.9.x savegames. Changes to increase Colonization compatibility: * secondary production no longer benefits from plowing * horse production consumes less food * treasure from destroyed native settlements is now closer to the original * choice of cargo to loot when winning a naval battle * clearing a tile will sometimes uncover a resource * Spanish national advantage now includes attack bonus against natives Other user-visible changes: * new theme * selectable rules * custom difficulty * new goods type "grain" * "clear forest" accelerator is now "C", "center" is now "Ctrl-C" * display the last sale price of goods at native settlements * many bugs fixed, some quite old:-) Other changes: * better client-server communication, reduces synchronization issues * cleaned up external dependencies (cortado, etc.) * fixed sound for some (most/all?) users * localization files are now encoded as UTF-8 |
From: Michael V. <Mic...@gm...> - 2010-11-27 11:15:03
|
On 11/27/10 11:45, Nicholas Shanks wrote: > On 27 Nov 2010, at 08:59, Michael Vehrs wrote: > > >> On 11/27/10 09:09, Nicholas Shanks wrote: >> >>> The icon for "Food" could be a slice/loaf of bread. Since this is made from grain, it can be viewed as the processed goods produced from those raw materials (processing occurs for free). >>> >> Or we could use misiulo's food icon (since we haven't got a bread image). >> > > Actually I had both the hutzli and misiulo mods active. Previously they did not overlap much, but now the misiulo mod contains a lot of new goods and bonus graphics, which I think are inferior to both the default freecol graphics and the hutzli mod. This is what prompted my suggestion of bread. > > In the colony panel, the new furs, timber, ore and coats just look like black splodges, barely distinguishable from one another and not identifiable at that size. The components of the food icon are also too small to be identifiable. And in the Trade Advisor panel, timber and horses are oversized, pushing the columns out of alignment. > > On the other hand, I think misiulo's bells, crosses and horses look better than the default icon set (but of course don't fit well with hutzli's icons). > > I don't particularly like hutzli's ship icons however. They look awesome on their own, but as a set, they all point in different directions, they don't fit well with the other unit graphics, and they bear banners and jacks of the wrong colour (until we support per-nation unit icons, they should fly neutral or no colours). > By horizontally flipping hutzli's Man-o-War and Caraval, we can get icons where half face SW and half face NE, the split won't be along the merchant/military lines though, which would have been nice. In later Civilization games, the ship icons rotate to face the direction of their last movement (but face SW after a game reload, because the direction is not saved out). One day in the distant future, I think this would be good for FreeCol too. > > As a note for future graphics developers, due to our left-to-right stacking of goods icons, all such icons should "face left" to avoid their heads being covered up by the arses of the next one in the stack. (fish, horses, beavers,& cetera) > As most of us aren't among the world's greatest artists, Free Art Search (http://search.freegamedev.net/) is a valuable resource. I always look there when I urgently need some new image. Regards Michael |
From: Nicholas S. <co...@ni...> - 2010-11-27 10:45:37
|
On 27 Nov 2010, at 08:59, Michael Vehrs wrote: > On 11/27/10 09:09, Nicholas Shanks wrote: >> The icon for "Food" could be a slice/loaf of bread. Since this is made from grain, it can be viewed as the processed goods produced from those raw materials (processing occurs for free). > > Or we could use misiulo's food icon (since we haven't got a bread image). Actually I had both the hutzli and misiulo mods active. Previously they did not overlap much, but now the misiulo mod contains a lot of new goods and bonus graphics, which I think are inferior to both the default freecol graphics and the hutzli mod. This is what prompted my suggestion of bread. In the colony panel, the new furs, timber, ore and coats just look like black splodges, barely distinguishable from one another and not identifiable at that size. The components of the food icon are also too small to be identifiable. And in the Trade Advisor panel, timber and horses are oversized, pushing the columns out of alignment. On the other hand, I think misiulo's bells, crosses and horses look better than the default icon set (but of course don't fit well with hutzli's icons). I don't particularly like hutzli's ship icons however. They look awesome on their own, but as a set, they all point in different directions, they don't fit well with the other unit graphics, and they bear banners and jacks of the wrong colour (until we support per-nation unit icons, they should fly neutral or no colours). By horizontally flipping hutzli's Man-o-War and Caraval, we can get icons where half face SW and half face NE, the split won't be along the merchant/military lines though, which would have been nice. In later Civilization games, the ship icons rotate to face the direction of their last movement (but face SW after a game reload, because the direction is not saved out). One day in the distant future, I think this would be good for FreeCol too. As a note for future graphics developers, due to our left-to-right stacking of goods icons, all such icons should "face left" to avoid their heads being covered up by the arses of the next one in the stack. (fish, horses, beavers, & cetera) -- Nicholas. |
From: M. S. <mi...@eu...> - 2010-10-11 13:05:32
|
Dnia 2010-10-09 08:54 Michael Vehrs napisał(a): >On 10/05/10 02:09, Michał Szymański wrote: >> Here's my new Logo - I originally aimed to do a Logo AND some better >> graphics for the FC Front page. I ended up making somthing like a poster; I >> also wanted something which would look good in Wikipedia and maybe a splash >> screen. >> >> http://img84.imageshack.us/i/main1at.jpg/ >> >> regards >> Michal Szymanski >> >> > >Thanks for the contribution. But don't you think your image would be >more suitable for a Civilization type game? Global domination and >various cultures? > >Regards > >Michael > I kind of expected this answer :) Yes, it perhaps goes too far beyond Col1 ... I started with the idea to give Free col some decent Front Page artwork, like a background with Europe on one side, new world onthe other and a ship in the middle, a distant reminder of The Col 1 Demo where the ship would sail from Europe to the Wild West beyond the Ocean and stuck a red flag into it... it wasn't too spectacular but it ilustrated the idea of the game perfectyl. I still can do just that. As for this artwork, wouldn't you agree that it depicts the idea of... Free COl 2 rather well, you know, different Continents to colonize, XIX century, Your own empire... . > >--------------------------------------------------------------------------- --- >Beautiful is writing same markup. Internet Explorer 9 supports >standards for HTML5, CSS3, SVG 1.1, ECMAScript5, and DOM L2 & L3. >Spend less time writing and rewriting code and more time creating great >experiences on the web. Be a part of the beta today. >http://p.sf.net/sfu/beautyoftheweb >_______________________________________________ >Freecol-graphics mailing list >Fre...@li... >https://lists.sourceforge.net/lists/listinfo/freecol-graphics > |