Operational Warfare Developer's Blog

Developer's blog for the Operational Art of War series

About the author

Ralph Trickey maintains TOAW III
I set this Blog up for fun, and for my own edication! Nothing is guaranteed, it's for my own use primarily, so even if I say that something may happen with the next release, please understand that it may not. I plan to post random thoughts and other things like that at random times here. I don't have a specific plan for what will be here.
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The opinions expressed herein are my own personal opinions and do not represent my employer's view in anyway.

© Copyright 2010

Old School

The  boardgamer in me likes this view. I don't think I'd play a monster scenario like this, but...

 


Posted by Ralph Trickey on Monday, December 28, 2009 4:05 AM
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More graphics

I'm adding in adjusting Contrast and Brightness for the graphics since I know that some people like more contrast than others, and it's a simple addition after I got through researching it.

Here's a possible view that Damezzi worked up. Look at the numbers on the units, they are cleaner than 3.2, although it may not show in this picture. The Huge (Close in) view should also be sharper with the engine changes.

I've still got some strange things happening, but I'm going to do a round of combat engine changes first, then get back to the graphics. All the problems are on my end. Damezzi has done a fantastic job.

 


Posted by Ralph Trickey on Friday, December 25, 2009 8:02 PM
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Graphics update

I've been working with Damezzi to add a new set of PNG graphics with Alpha support.

For the non geeks, this means that it should be possible set the transparency of each pixel from 0 (transparent) to 255 (solid). It should be possible to add in things like clouds that don't obscure the terrain beneath, but are semi transparent. There may be a slight performance hit, but I don't think it will be noticeable. I'm still working on finishing up the code, so we haven't seen the finished item, but I think it should look pretty cool. Once I get everything working, I'll upload a sample.

I think it would be neat to be able to see where the coulds are without having to toggle them on and off. I'm sure that there are some other more important things that are going to happen with this, including cleaner fonts, but for some reason the clouds fascinate meCool. They're very nice to know for some scenarios, but a pain in practice.

I know that the high end products like Adobe support Alpha, but there's also an Alpha editor add on for Paint.Net (free) which I haven't tried out. I have enough problems with the simple red green blue without the added alpha channel!!!Wink

Ralph

 


Posted by Ralph Trickey on Thursday, December 10, 2009 7:48 PM
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