Ambrosia Garden Archive
    • Black border on ships


      I was comparing some of my in game graphics against the original nova graphics.. I then noticed that the nova ships have a small black border around them. My ships have no border, and look less anti aliased then the in game ships.

      Does anyone know the best way/ways to achieve this.

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      And then there were silence.................

    • Heh, orcaloverbri and I had quite a heated discussion on this last month 😛 You can find it (url="http://"http://www.ambrosiasw.com/webboard/Forum9/HTML/005248.html")here(/url). I still think my way is most accurate...

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    • Thanks

      I agree, your way is the best, if my renderer can make alpha maps, that would be just as good right?
      As long as i turn of antialiasing, which is my mistake.

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      And then there were silence.................

    • Actually, neither is more accurate than the other. My way is the way to achieve the anti-aliasing as with the Nova ships. The only difference you'll notice is when flying over a planet or another ship. That's it.

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    • Quote

      Originally posted by orcaloverbri9:
      Actually, neither is more accurate than the other. My way is the way to achieve the anti-aliasing as with the Nova ships. The only difference you'll notice is when flying over a planet or another ship. That's it.

      Dude, don't start this again. You practically admitted that your way was inferior in the other topic. I can start quoting if you like...

      So, to use your exact words from the last topic: "In other words, you're wrong." There's nothing wrong with admitting you're wrong you know...

      Quote

      Originally posted by orcaloverbri9:
      My way is the way to achieve the anti-aliasing as with the Nova ships.

      I severely doubt ATMOS used the magic wand method...

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      'It's only when you look at an ant through a magnifying glass on a sunny day that you realise how often they burst into flames'
      - Harry Hill

      (This message has been edited by Jules (edited 04-27-2004).)

    • Quote

      Originally posyed by Jules:
      **Dude, don't start this again. You practically admitted that your way was inferior in the other topic. I can start quoting if you like...

      So, to use your exact words from the last topic: "In other words, you're wrong." There's nothing wrong with admitting you're wrong you know...(b)**

      Pardon? Did we not establish that it made no difference except when flying over a planet? I didn't say either was superior or inferior, just that it doesn't matter which you use except that yours is better when flying over ships and planets.

      Quote

      Originally posted by Jules:
      (B)I severely doubt ATMOS used the magic wand method...

    • If I remember from that conversation (I'm in a hurry right now), pipeline said that ATMOS used a somewhat proprietary method of making masks.

      Matrix

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    • The problem with the "jules" method comes if you want to perform a LASIK (think this is the name of the process)After i halved the size of the mask made with the "jules" method.. It became antialiased again.. I then turned up the contrast, and my ship now looks like the in game graphics.. 🙂

      The "orcaloverbri9" method has problems when other areas on the ship is are black. I think this one is quicker and results are most of the time very good.. Though not on my ship, as it has black areas.

      And you´re names are forever attached to the methods.. If i´m ever to make a tutorial i´ll put them in..

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      And then there were silence.................

    • By the way, Jules, I never said my method was worse. I merely admitted that yours was better over a planet or ship. But mine is quicker.

      I also mentioned the problem with your technique when using LASIK. You have to halve it, and then you lose the aspect of non-antialiasing, as modesty pointed out. So there. 😛

      These methods aren't specific to us, we were just arguing about the better of the two existing methods which we used, but whatever.

      EDIT: Yes, my method also sucks if you have a black area on the outside of the ship, and/or, as mentioned somewhere, it has holes. If either of those is true for any of your ships, might as well use Jules's method for all of them to retain consistency.

      Personally, I'd never make black areas on the edge of a ship, it's kinda hard to tell, eh? Well, when flying over just space, anyway...

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      (This message has been edited by orcaloverbri9 (edited 04-27-2004).)

    • Quote

      Originally posted by orcaloverbri9:
      **
      Personally, I'd never make black areas on the edge of a ship, it's kinda hard to tell, eh? Well, when flying over just space, anyway...

      **

      shadows are often black on some ships..think the pirate carrier has some. This is the problem with mine. And it looks really weird cause space includes small white dots called stars.

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      And then there were silence.................

    • When making a mask, use the technique I use. After rendering your ship for the sprites, do a second rendering with everything exactly the same, except apply a FULLY white texture (full diffusion, full ambience/luminosity) with no shadows; turn ambient light on if you have to. Then use the sprites that rendering produces as the mask. Guaranteed to fit the real sprites perfectly.

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    • Quote

      Originally posted by Neon Soldier:
      When making a mask, use the technique I use. After rendering your ship for the sprites, do a second rendering with everything exactly the same, except apply a FULLY white texture (full diffusion, full ambience/luminosity) with no shadows; turn ambient light on if you have to. Then use the sprites that rendering produces as the mask. Guaranteed to fit the real sprites perfectly.

      That would be the "Jules method".

      It also came from the Department of Redundancy Department.

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    • Quote

      Originally posted by orcaloverbri9:
      It also came from the Department of Redundancy Department.

      Eh? Care to elaborate?

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      (This message has been edited by Jules (edited 05-02-2004).)

    • Quote

      Originally posted by Jules:
      Eh? Care to elaborate?

      Now you're confusing me...

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    • Quote

      Originally posted by orcaloverbri9:
      Now you're confusing me...

      You said that method came from the department of redundancy. I was asking what you meant by that...

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      'It's only when you look at an ant through a magnifying glass on a sunny day that you realise how often they burst into flames'
      - Harry Hill

    • Quote

      Originally posted by Jules:
      You said that method came from the department of redundancy. I was asking what you meant by that...

      No, the Department of Redundancy Department. 😉 And I meant that you had already explained that technique, so he was repeating it.

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    • Are you talking about the LASIK technique? That's the way to keep great detail even to small sprites that is normally swallowed up by anti-aliasing.

      1. Render the sprites w/o anti-aliasing at twice the size you want it to have.
      2. Open them in PS.
      3. Do an unsharp mask (sharpening filter) at radius = 1, strength 325, value = 0.
      4. Set image size to 50%.

      I'm not sure about the words I used in 3, as I had to translate it from German. I hope you still get the picture.

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    • No, they are talking about the best method to create masks for sprites. Nice try, though. 😉

      ~ SpacePirate

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    • Actually, some of the Nova ships (such as the Shuttle) have bad edges. It looks quite funky over lighter objects, such as planets and ships.

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    • Masks don't need anti-ali, if you meant that xD

      I do masks simply by first doing the main frame set, then turn the clone image to black and whote (or turn saturation to 0%, well, which is black and white xD) and then edit contrast and brightness settings, add contrast to maximum and as much brightness as possible (this will turn everything, but deep black, in to white, which is... perfect and quick way to do :D)

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      edit.: And you get small black line around you work ^^'

      (This message has been edited by dzeron (edited 05-11-2004).)