Earlier in the thread we discussed dynamically placing female head-based sprites. I have come up with a list of the head-to-head transformations from Male to Female:
Please note frames start with 0 for first frame. Direction order: up left down right
Up: Set female's Y as Male's - y
Down: Set female's Y as Male's + y
Left: Set females X as Male's - x
Right: Set females X as Male's + x
cast: good to go
spear,dir0,frame0: down 1
spear,dir0,frame1: left 1
walk,dir0, EVERYFRAME: down 1
walk,dir1,frame2: down 1
walk,dir1,frame6: down 1
walk,dir3,frame2: down 1
walk,dir3,frame6: down 1
slash,dir0,frame1: up 1, left 1
slash,dir0,frame2: up 1, left 1
slash,dir0,frame3: up 1
slash,dir0,frame4: up 1
slash,dir0,frame5: up 1
slash,dir1,frame1: right 1
slash,dir1,frame2: down 1 right 1
slash,dir1,frame3: right 1
slash,dir1,frame4: right 2
slash,dir1,frame5: right 2
slash,dir2,frame1: down 2
slash,dir2,frame2: up 1
slash,dir2,frame3: left 1 up 1
slash,dir2,frame4: left 1
slash,dir2,frame5: left 1
slash,dir3,frame1: left 1
slash,dir3,frame2: down 1
slash,dir3,frame3: left 1
slash,dir3,frame4: left 2
slash,dir3,frame5: left 2
shoot,dir0,frame0: right 1
shoot,dir0,frame1: up 1
shoot,dir1,frame0: left 1
shoot,dir1,frame1: left 1
shoot,dir1,frame2: left 1
shoot,dir1,frame3: down 2 left 1
shoot,dir1,frame4 - frame12: left 1
shoot,dir2,frame0:right1
shoot,dir3,frame3: down 2
death,frame0: down 1
death,frame1: left 1
death,frame2: left 1
death,frame3: left 1
death,frame:5: left 1
I have tested this and it works great for all my hats, helms, hair, facial hair, glasses, nose, ears, eyes, and lizard gear.
It was enough that I plan to remove the female assets in those categories and simply apply the transformations. Can anyone think of a scenario in the future that this wouldn't work for? With the exception of a few female-only tiaras and such, I believe all male and female are the same hats, just placed differently.
I'm halfway done with my hair masks. I decided to do a mask for each hair/helmet combo (many can be repeated, butI still ended up with 9 masks per hair style. I selected 20 hairstyles to work with (I left out some hair styles that are more complex female hair) For the two closed visor helmets, no hair is drawn at all. If anyone wants these at any point let me know.
The horned helmet is the original gold helmet. I sampled colors from the original plate to color it in to make the steel one, but I may have missed some similar looking colors. I noticed the gold plate set to not just be a recolor of the regular. My goals here aren't so much artistic as to flesh out the LPC sets to fit the needs of a full paperdoll in RPG. It is my hope that some of my hacks will function well enough to be later fixed by people who actually know what they're doing. For now, it satisfies my untrained eye and I'm hoping it will satisfy many other untrained eyes.
I agree with the brass. Too dull, right? I'll see if I can fix it. I was too afraid of it looking too close to the gold, and too close to the Roman bronze (which looks more like brass than bronze to me). As far as gold shoulders, I already remade the shoulders without the spikes. As far as the ornate helmets, I did not add a death scene. (Yet) I'm not a huge fan of the death cycle, but I will give it a try.
I think my metallurgy is too based on modern plumbing and not enough on ancient and medieval metallurgy.
As far as the steel colors go, I'm not sure I understand. Are you saying I added more colors to the steel? I didn't think I modified it, the steel should just be the default (except the more ornate helmet) plate. It sounds liek you're saying technically it would be better to have more universal paletting, but that its not always realistic? I'm a little out of my element here, is it something I should really try to fix before releasing any of the armors?
Good point about the flip. Now that I see the light issues I can't unseen them. Plus it violates a basic rule of LPC (where to assume light comes from on sprites)
Palettes are definitely the best way to go about recolors, but I find for a lot of basic things, color blending a desaturated spritesheet to work great. I use it for shirts pants shoes gloves cape capetie. For Cape clip I have two sheets, one for the base and one for the colored clasp. Both can be color blended different colors.
it doesn't work as simply for shiny metal armors. The whites have to be saved in their own spritesheet to avoid color blending the reflection. This is still far simpler than palettes and mapping
Still, some pieces just can't be color blended this way without destroying quality. But when it does work I find it simplifies a lot and saves a ton of work
For every draw category (hat, pants, torso, etc) have a corresponding color stored as rgba ints or floats. Default them to white (no color blend) and apply the blend to an entire blit
Why are you detecting all the colors in the sheet? I just simply use a color blend (with option for alpha which lets me add ghost items) . Sounds like you're trying to recolor manually?
Another note...speaking of knowing insights of the sprites, the handedness problem bothers me sometimes. Two frames are left handed and 2 are right handed. And the front facing sprite is one of the left handed ones, which is weird to me. Something I have done in my engine is to flip the X on every front facing sprite, so 3 directions are right handed and only one is left.
Earlier in the thread we discussed dynamically placing female head-based sprites. I have come up with a list of the head-to-head transformations from Male to Female:
Please note frames start with 0 for first frame. Direction order: up left down right
Up: Set female's Y as Male's - y
Down: Set female's Y as Male's + y
Left: Set females X as Male's - x
Right: Set females X as Male's + x
cast: good to go
spear,dir0,frame0: down 1
spear,dir0,frame1: left 1
walk,dir0, EVERYFRAME: down 1
walk,dir1,frame2: down 1
walk,dir1,frame6: down 1
walk,dir3,frame2: down 1
walk,dir3,frame6: down 1
slash,dir0,frame1: up 1, left 1
slash,dir0,frame2: up 1, left 1
slash,dir0,frame3: up 1
slash,dir0,frame4: up 1
slash,dir0,frame5: up 1
slash,dir1,frame1: right 1
slash,dir1,frame2: down 1 right 1
slash,dir1,frame3: right 1
slash,dir1,frame4: right 2
slash,dir1,frame5: right 2
slash,dir2,frame1: down 2
slash,dir2,frame2: up 1
slash,dir2,frame3: left 1 up 1
slash,dir2,frame4: left 1
slash,dir2,frame5: left 1
slash,dir3,frame1: left 1
slash,dir3,frame2: down 1
slash,dir3,frame3: left 1
slash,dir3,frame4: left 2
slash,dir3,frame5: left 2
shoot,dir0,frame0: right 1
shoot,dir0,frame1: up 1
shoot,dir1,frame0: left 1
shoot,dir1,frame1: left 1
shoot,dir1,frame2: left 1
shoot,dir1,frame3: down 2 left 1
shoot,dir1,frame4 - frame12: left 1
shoot,dir2,frame0:right1
shoot,dir3,frame3: down 2
death,frame0: down 1
death,frame1: left 1
death,frame2: left 1
death,frame3: left 1
death,frame:5: left 1
I have tested this and it works great for all my hats, helms, hair, facial hair, glasses, nose, ears, eyes, and lizard gear.
It was enough that I plan to remove the female assets in those categories and simply apply the transformations. Can anyone think of a scenario in the future that this wouldn't work for? With the exception of a few female-only tiaras and such, I believe all male and female are the same hats, just placed differently.
No idea what's up with the belly buttons, but the wings were mislabeled in the original submission.
I'm halfway done with my hair masks. I decided to do a mask for each hair/helmet combo (many can be repeated, butI still ended up with 9 masks per hair style. I selected 20 hairstyles to work with (I left out some hair styles that are more complex female hair) For the two closed visor helmets, no hair is drawn at all. If anyone wants these at any point let me know.
The horned helmet is the original gold helmet. I sampled colors from the original plate to color it in to make the steel one, but I may have missed some similar looking colors. I noticed the gold plate set to not just be a recolor of the regular. My goals here aren't so much artistic as to flesh out the LPC sets to fit the needs of a full paperdoll in RPG. It is my hope that some of my hacks will function well enough to be later fixed by people who actually know what they're doing. For now, it satisfies my untrained eye and I'm hoping it will satisfy many other untrained eyes.
I agree with the brass. Too dull, right? I'll see if I can fix it. I was too afraid of it looking too close to the gold, and too close to the Roman bronze (which looks more like brass than bronze to me). As far as gold shoulders, I already remade the shoulders without the spikes. As far as the ornate helmets, I did not add a death scene. (Yet) I'm not a huge fan of the death cycle, but I will give it a try.
I think my metallurgy is too based on modern plumbing and not enough on ancient and medieval metallurgy.
As far as the steel colors go, I'm not sure I understand. Are you saying I added more colors to the steel? I didn't think I modified it, the steel should just be the default (except the more ornate helmet) plate. It sounds liek you're saying technically it would be better to have more universal paletting, but that its not always realistic? I'm a little out of my element here, is it something I should really try to fix before releasing any of the armors?
I'm getting ready to release an armor pack and wanted some feedback before I post it
Meant to be: iron, steel, gold, brass, bronze, copper
Also fills out 2 styles of helmet.
Good point about the flip. Now that I see the light issues I can't unseen them. Plus it violates a basic rule of LPC (where to assume light comes from on sprites)
Palettes are definitely the best way to go about recolors, but I find for a lot of basic things, color blending a desaturated spritesheet to work great. I use it for shirts pants shoes gloves cape capetie. For Cape clip I have two sheets, one for the base and one for the colored clasp. Both can be color blended different colors.
it doesn't work as simply for shiny metal armors. The whites have to be saved in their own spritesheet to avoid color blending the reflection. This is still far simpler than palettes and mapping
Still, some pieces just can't be color blended this way without destroying quality. But when it does work I find it simplifies a lot and saves a ton of work
For every draw category (hat, pants, torso, etc) have a corresponding color stored as rgba ints or floats. Default them to white (no color blend) and apply the blend to an entire blit
Why are you detecting all the colors in the sheet? I just simply use a color blend (with option for alpha which lets me add ghost items) . Sounds like you're trying to recolor manually?
Another note...speaking of knowing insights of the sprites, the handedness problem bothers me sometimes. Two frames are left handed and 2 are right handed. And the front facing sprite is one of the left handed ones, which is weird to me. Something I have done in my engine is to flip the X on every front facing sprite, so 3 directions are right handed and only one is left.
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