StendhalRefactoringGraphics: Difference between revisions
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Revision as of 15:42, 5 November 2008
This page is to collect missing or new graphics wanted to be made, also graphics which exist but need improvement.
Creatures and items
Right now Stendhal has many monsters, outfits and items so we don't invite general submission of new graphics for these however if you want to offer your services for particular items that we may need, please come ask. Alternatively if you wish to improve any existing graphic, that would be very welcome.
General Specifications
Give your image a descriptive name in lowercase letter and use underscore between words. You don't need to repeat information in the image name that's already given by the directory name.
- The license must be GPL, or compatible, such as public domain.
- File format is PNG, 8 bits/color
- Use only fully opaque, or fully transparent pixels
- The background should be fully transparent
Creatures
Specification
The sprites used for creatures are in the data/sprites/monsters/ directory in the stendhal source.
- Creatures have a dark border of a few pixels
- Creatures should have 12 frames of motion. 3 from the back, 3 from each side and 3 to the front
Most RPGMaker 2000 sprites (like at [1]) work for stendhal. But they are in 24x32 size. Please scale it using scale2x to get the best quality possible to 48x64, for the creature size to be player size. Please use scale2x. Once you have it installed, the command to type is scalex -k 2 old.png new.png
If the images have a coloured background like those from Charas, it needs to be made transparent. See below for how to do that in GIMP or use this Visual Guide.
- Open your png
- Convert it to RGB mode with Image -> Mode -> RGB
- Add transparency to the image with Layer->Transparency->Add Alpha Channel
- Select the coloured background (green from Charas) by doing Tools->Selection Tools->Fuzzy Select (or pressing Z), and clicking on the green background. Make sure that the 'threshold' is set to 0 which means it will only select exactly that green colour. Also turn off 'Antialiasing' and 'Feather edges'. These settings should be available on the gimp main window.
- Remove the green background by pressing Ctrl-k (or Edit->Clear). Gimp should show the transparency as gray checker board pattern.
- Repeat the selection and clearing steps for any remaining green areas, if everything was not cleared at once.
- Save your changes
Items
Specification
The sprites used for items are in the data/sprites/items/ directory in the stendhal source.
- Items have a white or black border of 1 pixel unless there is a good reason not to add it
- A non animated item should have a 32x32 pixel sprite
- An animated item (like money) should have a 32N x 32 sprite. E.g. if it has 5 frames in the animation it will be a 160 x 32 sprite. It will automatically appear animated
- Items go in the folder data/sprites/items/<class>/<subclass>.png
Corpses
Specification
The sprites used for corpses are in the data/sprites/ directory. Once more corpses are drawn, we will likely make a new directory for them.
- Images should be a multiple of 32x32, the size should depend on the creature like the ones in the source code.
We need various sizes and types:
- humanoid
- giant humanoid
- animal
- small animal (rodents)
- huge animal
- huger animal (necrosophia, flying golden dragon)
- enormous creature (balrog)
- mythical creature (black dragon)
- small humanoids (little people, fairies)
- ent
- golem (?)
Map tiles
See the specifications for the requirements.
Building
Entrance
There are entrance graphics missing that exactly match to earthen_2.png (the graphics on the right)
Stairs
- stair graphics to the north and south
Wall
- graphics missing for the inner row, the one's that are black and green in int_grey_dark
- corners for int_wall_brick_wood
- more interior wall graphics, maybe the one's that are already in CVS in different colors
Window
- windows for brick walls
Ground
Ridge
- more tiles for ice ridges (currently they can't cope with concave angles (see level_0\ados\rock.tmx for example))
Water
- boat graphics
- graphics for a pier
Item
- childrens toys
- decorative ornaments
Armor
- Single weapons, so they e.g. can be put on a table
Candle
- Candles that can be placed on a wall
Furniture
Bed
There are no beds with pillows to the right and the lower end of the bed
Shelve
- Shelves that can be put on a wall that is vertical
Logic
Object
- objects for spynnerie and weaving mill
Plant
Sky
GUI
Splash Screens
We hold a competition to judge user-contributed splash screens. Please see SplashScreens for details.
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