--- Log opened Fri Jan 26 00:00:09 2018 20180126 00:47:31-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth 20180126 00:56:22-!- Haudegen [~quassel@212-186-77-29.static.upcbusiness.at] has quit [Read error: Connection reset by peer] 20180126 02:24:21-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Quit: Disconnecting from stoned server.] 20180126 02:24:36-!- Ivanovic [~ivanovic@p579FBDD9.dip0.t-ipconnect.de] has joined #wesnoth 20180126 02:39:34-!- Haudegen [~quassel@178.115.237.87] has joined #wesnoth 20180126 02:40:12<+wesnoth-discord-> @adramolokh#2198 ah that one is longer. I meant S03 which is 75kb 20180126 02:42:03-!- Narrat [~Narrat@p5DCC6403.dip0.t-ipconnect.de] has quit [Quit: They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.] 20180126 03:16:12-!- ArneBab_ [~quassel@freenet/developer/arnebab] has joined #wesnoth 20180126 03:20:26-!- ArneBab [~quassel@freenet/developer/arnebab] has quit [Ping timeout: 252 seconds] 20180126 03:35:40-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180126 03:35:49-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth 20180126 04:36:04<+wesnoth-discord-> When creating sprites, is there a way to create higher resolution sprites while keeping them the same size in-game? 20180126 04:37:09< DeFender1031> technically yes, but why on earth would you want to do that? 20180126 04:38:01< DeFender1031> You can use an IPF to scale them. 20180126 04:38:39< DeFender1031> But what do you gain by making sprites larger than normal and then scaling them down? Why not just make them at the size they're going to be shown? 20180126 04:40:05< DeFender1031> It's not like scaling something down to a certain size gives you any more visual detail than an image that's natively at that size does. 20180126 04:42:08< DeFender1031> the only reason I can think of to want that is if you're going to create mode-7-style attacks, and want the sprites to retain visual detail as you manipulate them... 20180126 04:42:32< DeFender1031> But if that were the case, you'd already know how to use IPFs. 20180126 04:42:57< celticminstrel> Mode 7 style? 20180126 04:48:21< DeFender1031> Stretching, rotating, and skewing the sprite in lieu of actual alternate animation sprites. 20180126 04:48:39< DeFender1031> Think boss death animations on the snes. 20180126 04:49:04< celticminstrel> I never had an SNES though. 20180126 04:49:42< DeFender1031> neither did i... I still... eh, never mind, let me find you a video. 20180126 04:53:04< DeFender1031> celticminstrel, here, watch this boss fight and notice how it really only uses like 6 or 7 sprites total, and rotates and skews them to make "animations": https://www.youtube.com/watch?v=lU1u01AKeQU&t=4m54s 20180126 04:53:51< DeFender1031> Most noticeable when he beats the boss, but the whole fight is like that. 20180126 04:53:57< DeFender1031> It's only about 20 sec long. 20180126 04:54:42< DeFender1031> Anyway, "mode 7" is the snes graphics mode that allowed those high-quality, super-realistic effects. 20180126 04:54:57< celticminstrel> I see... 20180126 04:54:58< DeFender1031> see also: https://en.wikipedia.org/wiki/Mode_7 20180126 04:55:31< DeFender1031> hmm... actually, I'm wrong. 20180126 04:55:43< DeFender1031> mode 7 is more specific than that. 20180126 04:56:18< DeFender1031> but my original point about how it's only useful if you're using stretching and skewing in lieu of actual animations remains true. 20180126 05:00:03< DeFender1031> https://www.youtube.com/watch?v=ZuC0sS_6sYw&t=5m19s another example of the old snes animation style I'm talking about which I've just learned is not, in fact, mode 7. 20180126 05:01:22< DeFender1031> (If you pause as he passes the screen and look closely, you can see that those are scaled, rotated, and nearest-neighbored pixels, not an actual sprite for that size, angle, and position.) 20180126 05:02:35< DeFender1031> I'm sure that I've heard to it colloquially called "mode 7" at least, even if inaccurate. 20180126 05:11:40<+wesnoth-discord-> I'm looking to make the hexes and the sprites more crisp at higher resolution. As of now, they're mostly within the range of 64x64 right? 20180126 05:12:46<+wesnoth-discord-> If I make 128x128 sprites, I don't want them to look like giants in-game 20180126 05:13:00<+wesnoth-discord-> Just an example; I don't know the actual sprite sizes 20180126 05:15:09<+wesnoth-discord-> So just like opentype fonts, I want the higher resolutions to be crisper while lower resolutions can stay the same, as opposed to truetype where the lower resolutions are the standard and the higher resolutions get worse as you scale up. 20180126 06:26:22-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20180126 07:03:59-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth 20180126 07:32:34< DeFender1031> that's... not how graphics work though. 20180126 07:33:00<+wesnoth-discord-> It would work that way if Wesnoth had high-DPI support. 20180126 07:33:01< DeFender1031> With fonts, it matters because you ARE scaling up. 20180126 07:33:05<+wesnoth-discord-> We don't though. 20180126 07:33:25< DeFender1031> Here, the hexes are always the same resolution 20180126 07:33:34< DeFender1031> Well, scratch that 20180126 07:33:38< DeFender1031> there's the in-game zoom. 20180126 07:33:49< DeFender1031> But that scales the rendered graphics up. 20180126 07:34:11< DeFender1031> AFAIK, that won't suddenly show more resolution for sprites which have been scaled down. 20180126 07:34:22< DeFender1031> I should test that to be sure though... 20180126 07:42:23< DeFender1031> Yeah, it doesn't. 20180126 07:43:03< DeFender1031> Now that I think about it, it perhaps ought to though. And if it did, your idea wouldn't be as farfetched as I originally said. 20180126 07:43:49<+wesnoth-discord-> With high-DPI support, using higher-resolution sprites if available should definitely be implemented. 20180126 07:50:32-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180126 07:50:38-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth 20180126 08:29:27<+wesnoth-discord-> Just to keep in mind, we can't do high-DPI until we switch to accelerated rendering. 20180126 09:14:17-!- vladimirslavik [vslavik@nat/redhat/x-wzilewajespnrbrm] has joined #wesnoth 20180126 10:07:10-!- octalot [~steve@178.115.131.232.wireless.dyn.drei.com] has quit [Ping timeout: 240 seconds] 20180126 13:05:56-!- Haudegen [~quassel@178.115.237.87] has quit [Read error: Connection reset by peer] 20180126 14:05:06-!- Haudegen [~quassel@212-186-77-29.static.upcbusiness.at] has joined #wesnoth 20180126 14:11:24-!- stikonas [~stikonas@wesnoth/translator/stikonas] has joined #wesnoth 20180126 15:02:12-!- DeFender1031 [~DeFender1@89-138-239-68.bb.netvision.net.il] has quit [Quit: I'm not back now.] 20180126 16:04:32-!- Ivanovic [~ivanovic@p579FBDD9.dip0.t-ipconnect.de] has quit [Changing host] 20180126 16:04:32-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth 20180126 16:33:40-!- stikonas [~stikonas@wesnoth/translator/stikonas] has quit [Ping timeout: 256 seconds] 20180126 16:54:43-!- Haudegen [~quassel@212-186-77-29.static.upcbusiness.at] has quit [Remote host closed the connection] 20180126 17:27:16-!- claymore [~claymore@unaffiliated/claymore] has joined #wesnoth 20180126 17:44:13-!- Haudegen [~quassel@178.115.237.87] has joined #wesnoth 20180126 18:38:54-!- vladimirslavik [vslavik@nat/redhat/x-wzilewajespnrbrm] has quit [Quit: Leaving] 20180126 19:40:40-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 240 seconds] 20180126 19:54:35-!- vultraz [uid24821@wesnoth/developer/vultraz] has quit [Quit: Connection closed for inactivity] 20180126 20:28:44-!- Narrat [~Narrat@p5DCC6403.dip0.t-ipconnect.de] has joined #wesnoth 20180126 21:01:04-!- claymore [~claymore@unaffiliated/claymore] has quit [Quit: Leaving] 20180126 21:12:23-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180126 21:12:29-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth 20180126 23:19:40-!- vultraz [uid24821@wesnoth/developer/vultraz] has joined #wesnoth --- Log closed Sat Jan 27 00:00:44 2018