> Your preview also makes me notice a few problems with missing or incorrect shadows.
That's also apparent with my shadow/glass layer, but I wasn't sure whether this was intentional.
> Also it looks like there are few places where you changed colors to transparent (like on the skirts of the bunk beds).
That's an technical issue, since I use indexed PNG for everything. Indexed PNG allows to define one index as transparent and has no support for half transparency whatsoever. I made #322125 and #79979D transparent with my script, but the sheets use #79979D, too. Marble used #322125, but I changed that to a darker color. But I will adjust my script this time.
> 'm curious if you can tell where the extra colors came from. Some of this started life in Photoshop when I was first learning to edit sprites, so I wouldn't be surprised if there were a few mistakes. Checking over my latest version though, most of the colors appear to be from the LPC palette.
I don't know where the wrong colors were, I can't easily see in mtPaint where a color from the palette is used. In the end I loaded the palette of the LPC assets and told mtPaint to use that palette when I converted the wood layer to an indexed PNG, it automatically chose the closest color from palette. Wood layer has now 11 colors (transparency included) and I think there were 39 colors before.
I gonna send you an updated version of the zip later.
> I'm also open to other suggestions
- The glass doors should in general align with the compartments (or shelves?)
- The bottom shelve with just two compartments (opposed to the one with three) has no doors at all
- The desks could use some doors, too
- The desks with a drawer below don't have a version without anything attached to it's top (could be nice for typewriters or computers)
- The center tile of the crooked table doesn't loop seamlessly, that's what I used for the floor
> Optimize tables so bottom edge of table surface is on or near bottom edge of tile (this makes it easier to place items on top of the table, for instance from [LPC] Food, [LPC] Containers, or [LPC] Victorian Town Decorations sets)
Yes tables are hard, it should be possible to put items on top of them and at the same time chairs, benches and couches have to be aligned correctly. The table from my sci-fi set has a lot of difficulties, too.
I also hope that none of the colors made it into the Victorian sets, but I did not check.
And I had some mistranslations, for consistency I stick with them for now.
Cupboard is the closed thing with doors. (that should be right)
Shelves meant the open version. (that should be wrong and I don't see a general English word for that)
Compartment means the division within. (not sure if that's correct)
I've built a little preview or rather toyed around with the tileset. (I abused blonde for floor and walls)
It seems like the glass doors from the original LPC assets do not properly fit the shelves.
And I still have no idea what the beds are supposed to be paired with.
I restored the wood colors of the original LPC cabinets. I restored shadow and glass color, since they were slightly off. And I think I tweaked a few other things while I was on it (moving the feet 2px up, adding shadow to the last kitchen cupboard and other things I forgot). I did not check the color value correctness of all palettes, maybe I gonna do that later.
But the full tileset went down from 120 colors to 82.
The blonde version is also included.
~~For rerunning the script (composited images are included) you would need to have image magick, python (for my palette switcher script) and zip installed.~~
I only included the images, since I can't upload the zip file here. But I'd like to share that too, I split this into 9 layers/images.
I think there are still multiple things off. There are at least two shadow colors, the round table uses glass for shadow.
I gonna try to separate the image into mutliple, one image per material and then merge them into a indexed png with subpalettes. That should also make it easier to recolor it, since there are a lot of different materals who share palettes. And it's easier to see if colors are wrong if you have <20 colors per image.
I will then drop that here. (I need that for my metal version anyways)
> I don't think either has the full set of animations.
Yes, modular bodies and heads does in general not cover all animations. I could cover more, but not all, since I'm limited by what I can solve with masks.
The heads positions has more technical reasons, since it has to attach at the same point where human heads attach.
My script is also capable of generating muscular and pregnant wolvemen.
My wolfman is definitely not pretty, I was just trying what different kinds of heads I could attach after I modularized everything.
I have to read this thread yet. (Sorry I rarely visit the forums)
> these are impressive tools that showcase the work of this community. However, near as I can tell, none are properly attributing the art that is used.
My fork was exactly focusing on attribution generation https://basxto.github.io/lpc-spritesheet-collection/
It's unfinisihed and I already put quite some work into it to clean up some spritesheets to allow palette swapping.
EDIT1: (read first post, omg I hate reading)
I see, you found my little fork.
I start to remember a few things and wanna write them down before I forget about it:
I guess the main problem was that I tried to do two things at once, which overwhelmed me pretty quickly. I 1) wanted to do generate useful attributions because I hate all those generators and atlases and 2) I wanted to change colors with palette switching. I wasn't able to implement proper palette in JS, because browsers suck, instead only managed to replace colors by value. That only works if palettes don't share colors.
I wanted to do palette swapping to increase usability of the spritesheets without generating a color mess and another reason was to get rid of submission who just did some palette swapping. That would just litter the attribution file.
But for that you basically have to, aside from tracking down attributions, add remix submission for a lot of stuff. For meaningful palette swapping all assets have to use the same base palette (all hair blond, all metal gold etc.). And you also have to clean up dirty submissions, who use an insane amount of unique but similar colors.
I think I started with roman helmets and the knight helmets, they are still lying around somewhere. I quickly realized how hard it is to get incompatible submissions onto the same base palette. The lighting etc. has to work the same for both. That's where I gave up.
EDIT2:
OGA's attribution files are unnecessarily lengthy and incomplete.
And I remember that my attribution generator is inclomplete. Skorpio's MaleWalkShoot is a remix.
My plan was to track dependencies, since a lot of submissions are based on the same stuff. This would allow to draw an attribution tree, which would avoid listing authors multiple times and therefore make everything shorter and more readable.
And that already neglegts that you actually have to list what exactly you changed in a remix, pretty much no submissions does that. (neither do mine)
Even though that could at least be auto generated for palette swaps.
> A place on the web where all their names and work are visible and all the submissions are gathered.
I don't consider myself an artist, but there are definetely a few LPC-related submissions, I don't wanna be associated with. (aforementioned true color accidents or submissions who don't fit LPC style in my eyes). I want people to judge me by my own botched submissions.
The biggest issue with atlases and generators is, that you can't easily find the original submissions. Which is important when I want to remix something, or ask the author something or see new versions (some updates did not propagate) or see remixes based on it or check if the attribution is even correct or see usage examples. The last point is more relevant for tilesets.
EDIT3:
> a recolor is definitely creating a derivative work and requires attribution
Depending on how it's done, it might not even be copyrightable. If it's trivial you can easily replace it with generated recoloring.
And it would be extremely useful if there was something to preview tilesets (switch floors, walls, puzzle cupboards together etc.), but I did not come up with a good idea of doing that, yet.
EDIT4:
Even though my werewolf wasn't used ... yes, my script recolors. I think it uses switchpalette.sh from https://github.com/basxto/lpc-shell-tools
Especially in those modular submissions, I try to avoid redundancy.
Please add a preview where this set is actually used, which showcases the cupboard modularity.
I don't think that the current preview lives up to this set's greatness and flexibility.
And I don't understand how the big feet are used, there is a 2px gap if you combine them with the cupboards next to them and 1px if you combine them with the kitchen cupboards.
one step closer to a LPC factorio
It looks like some of the chairs are centered and some are not
> Your preview also makes me notice a few problems with missing or incorrect shadows.
That's also apparent with my shadow/glass layer, but I wasn't sure whether this was intentional.
> Also it looks like there are few places where you changed colors to transparent (like on the skirts of the bunk beds).
That's an technical issue, since I use indexed PNG for everything. Indexed PNG allows to define one index as transparent and has no support for half transparency whatsoever. I made #322125 and #79979D transparent with my script, but the sheets use #79979D, too. Marble used #322125, but I changed that to a darker color. But I will adjust my script this time.
> 'm curious if you can tell where the extra colors came from. Some of this started life in Photoshop when I was first learning to edit sprites, so I wouldn't be surprised if there were a few mistakes. Checking over my latest version though, most of the colors appear to be from the LPC palette.
I don't know where the wrong colors were, I can't easily see in mtPaint where a color from the palette is used. In the end I loaded the palette of the LPC assets and told mtPaint to use that palette when I converted the wood layer to an indexed PNG, it automatically chose the closest color from palette. Wood layer has now 11 colors (transparency included) and I think there were 39 colors before.
I gonna send you an updated version of the zip later.
> I'm also open to other suggestions
- The glass doors should in general align with the compartments (or shelves?)
- The bottom shelve with just two compartments (opposed to the one with three) has no doors at all
- The desks could use some doors, too
- The desks with a drawer below don't have a version without anything attached to it's top (could be nice for typewriters or computers)
- The center tile of the crooked table doesn't loop seamlessly, that's what I used for the floor
> Optimize tables so bottom edge of table surface is on or near bottom edge of tile (this makes it easier to place items on top of the table, for instance from [LPC] Food, [LPC] Containers, or [LPC] Victorian Town Decorations sets)
Yes tables are hard, it should be possible to put items on top of them and at the same time chairs, benches and couches have to be aligned correctly. The table from my sci-fi set has a lot of difficulties, too.
I also hope that none of the colors made it into the Victorian sets, but I did not check.
And I had some mistranslations, for consistency I stick with them for now.
Cupboard is the closed thing with doors. (that should be right)
Shelves meant the open version. (that should be wrong and I don't see a general English word for that)
Compartment means the division within. (not sure if that's correct)
I've built a little preview or rather toyed around with the tileset. (I abused blonde for floor and walls)
It seems like the glass doors from the original LPC assets do not properly fit the shelves.
And I still have no idea what the beds are supposed to be paired with.
I restored the wood colors of the original LPC cabinets. I restored shadow and glass color, since they were slightly off. And I think I tweaked a few other things while I was on it (moving the feet 2px up, adding shadow to the last kitchen cupboard and other things I forgot). I did not check the color value correctness of all palettes, maybe I gonna do that later.
But the full tileset went down from 120 colors to 82.
The blonde version is also included.
~~For rerunning the script (composited images are included) you would need to have image magick, python (for my palette switcher script) and zip installed.~~
I only included the images, since I can't upload the zip file here. But I'd like to share that too, I split this into 9 layers/images.
I think there are still multiple things off. There are at least two shadow colors, the round table uses glass for shadow.
I gonna try to separate the image into mutliple, one image per material and then merge them into a indexed png with subpalettes. That should also make it easier to recolor it, since there are a lot of different materals who share palettes. And it's easier to see if colors are wrong if you have <20 colors per image.
I will then drop that here. (I need that for my metal version anyways)
> I don't think either has the full set of animations.
Yes, modular bodies and heads does in general not cover all animations. I could cover more, but not all, since I'm limited by what I can solve with masks.
The heads positions has more technical reasons, since it has to attach at the same point where human heads attach.
My script is also capable of generating muscular and pregnant wolvemen.
My wolfman is definitely not pretty, I was just trying what different kinds of heads I could attach after I modularized everything.
I have to read this thread yet. (Sorry I rarely visit the forums)
> these are impressive tools that showcase the work of this community. However, near as I can tell, none are properly attributing the art that is used.
My fork was exactly focusing on attribution generation https://basxto.github.io/lpc-spritesheet-collection/
It's unfinisihed and I already put quite some work into it to clean up some spritesheets to allow palette swapping.
EDIT1: (read first post, omg I hate reading)
I see, you found my little fork.
I start to remember a few things and wanna write them down before I forget about it:
I guess the main problem was that I tried to do two things at once, which overwhelmed me pretty quickly. I 1) wanted to do generate useful attributions because I hate all those generators and atlases and 2) I wanted to change colors with palette switching. I wasn't able to implement proper palette in JS, because browsers suck, instead only managed to replace colors by value. That only works if palettes don't share colors.
I wanted to do palette swapping to increase usability of the spritesheets without generating a color mess and another reason was to get rid of submission who just did some palette swapping. That would just litter the attribution file.
But for that you basically have to, aside from tracking down attributions, add remix submission for a lot of stuff. For meaningful palette swapping all assets have to use the same base palette (all hair blond, all metal gold etc.). And you also have to clean up dirty submissions, who use an insane amount of unique but similar colors.
I think I started with roman helmets and the knight helmets, they are still lying around somewhere. I quickly realized how hard it is to get incompatible submissions onto the same base palette. The lighting etc. has to work the same for both. That's where I gave up.
EDIT2:
OGA's attribution files are unnecessarily lengthy and incomplete.
And I remember that my attribution generator is inclomplete. Skorpio's MaleWalkShoot is a remix.
My plan was to track dependencies, since a lot of submissions are based on the same stuff. This would allow to draw an attribution tree, which would avoid listing authors multiple times and therefore make everything shorter and more readable.
And that already neglegts that you actually have to list what exactly you changed in a remix, pretty much no submissions does that. (neither do mine)
Even though that could at least be auto generated for palette swaps.
> A place on the web where all their names and work are visible and all the submissions are gathered.
I don't consider myself an artist, but there are definetely a few LPC-related submissions, I don't wanna be associated with. (aforementioned true color accidents or submissions who don't fit LPC style in my eyes). I want people to judge me by my own botched submissions.
The biggest issue with atlases and generators is, that you can't easily find the original submissions. Which is important when I want to remix something, or ask the author something or see new versions (some updates did not propagate) or see remixes based on it or check if the attribution is even correct or see usage examples. The last point is more relevant for tilesets.
EDIT3:
> a recolor is definitely creating a derivative work and requires attribution
Depending on how it's done, it might not even be copyrightable. If it's trivial you can easily replace it with generated recoloring.
And it would be extremely useful if there was something to preview tilesets (switch floors, walls, puzzle cupboards together etc.), but I did not come up with a good idea of doing that, yet.
EDIT4:
Even though my werewolf wasn't used ... yes, my script recolors. I think it uses switchpalette.sh from https://github.com/basxto/lpc-shell-tools
Especially in those modular submissions, I try to avoid redundancy.
And ehrm ... the description of https://github.com/sanderfrenken/Universal-LPC-Spritesheet-Character-Gen... still links to the old generator
Something is off with your colors, the rack alone has 21 unique colors.
Please add a preview where this set is actually used, which showcases the cupboard modularity.
I don't think that the current preview lives up to this set's greatness and flexibility.
And I don't understand how the big feet are used, there is a 2px gap if you combine them with the cupboards next to them and 1px if you combine them with the kitchen cupboards.
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