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Author Topic: Translucent tilesets (in PNG)  (Read 787 times)

Thanshin

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Translucent tilesets (in PNG)
« on: January 29, 2010, 04:33:00 am »

Translucent PNG tilesets should allow amazing graphics. However, a question arises.

With translucent graphics and DF perspective a graphic engine can simply have a z distance on each graphic and then paint them in reverse order.

For example, if you've got: rock, blood, a corpse and a dwarf on a single tile, you can show all at the same time and only a little amount of rock or blood would be visible under the corpse and the dwarf.

However, the game usually solves this by alternating the tiles with a blinking effect(think hatch on downstairs).

Thus the question is: Will the addition of translucent tiles be used to remove the blinking "workaround"? (and show a hatch which lets some stairs wisible under it) Or will it be left for aesthetic uses only and tiles will keep blinking when superposed.
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Bacu

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Re: Translucent tilesets (in PNG)
« Reply #1 on: January 29, 2010, 04:42:53 am »

Don't count on it. All it means is that .PNGs with alpha set anywhere below max will work in the game. If you use it, you'll just be able to see the color of the background showing through.
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Footkerchief

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Re: Translucent tilesets (in PNG)
« Reply #2 on: January 29, 2010, 05:14:48 am »

Thus the question is: Will the addition of translucent tiles be used to remove the blinking "workaround"?

No.  This can't be done in the parts of the code that Toady released for 40d#, and is therefore beyond the scope of that project.  This might get implemented, at the soonest, when Toady tackles "Full graphics support" (#7 on Eternal Suggestion Voting) sometime soon after the upcoming release.  No guarantees though.
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Deon

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Re: Translucent tilesets (in PNG)
« Reply #3 on: January 29, 2010, 05:52:51 am »

Yeah, for now it uses a bg color which is impossible to use in such case with shading, but that's all.
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Grimlocke

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Re: Translucent tilesets (in PNG)
« Reply #4 on: January 29, 2010, 06:01:44 am »

This could solve a lot of issues though, from the seizure inducing blinking to the fact that now you cant see water in a corridor with rocks in it.
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zwei

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Re: Translucent tilesets (in PNG)
« Reply #5 on: January 29, 2010, 07:24:12 am »

This could solve a lot of issues though, from the seizure inducing blinking to the fact that now you cant see water in a corridor with rocks in it.

Not to mention that maps would become lighter and thus more friendly to play.

When your 16x16 tile contains 250 black pixels and only 6 that form 'grass dot', you end up with very, very dark maps. Not only is this too-dark, it also makes zoomed out maps to have all kinds of weird moire effects.

Deon

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Re: Translucent tilesets (in PNG)
« Reply #6 on: January 29, 2010, 01:09:35 pm »

Also if the dwarves would pathfind the water nicely with [AQUATIC] tag, I could build an underwater city. Sadly we have to play what we have with :).
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Draco18s

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Re: Translucent tilesets (in PNG)
« Reply #7 on: January 29, 2010, 02:23:28 pm »

Also if the dwarves would pathfind the water nicely with [AQUATIC] tag, I could build an underwater city. Sadly we have to play what we have with :).

Shame you can't because they'll cancel all building tasks due to "dangerous terrain: water."
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