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Make (part of) naev/dat/gfx reliably reproducably from the repo #11

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ids1024 opened this issue Mar 1, 2020 · 7 comments
Open

Make (part of) naev/dat/gfx reliably reproducably from the repo #11

ids1024 opened this issue Mar 1, 2020 · 7 comments

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@ids1024
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ids1024 commented Mar 1, 2020

Ideally, all of the files in naev/dat/gfx would have .sxg, .xcf, .blend, etc files in this repo, and the entire folder could be regenerated from this.

I'm not sure if all of the graphics even have/had such sources, and some may not exist. But at least for things like ships, we want this to be the case.

#8 is a prominent issue limiting this. Also, the sprite generation takes a while, which would be improved if Naev can switch to using 3D models.

As part of this, CI build for naev-artwork could be helpful.

@ids1024
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ids1024 commented Mar 1, 2020

So, here's what I would like:

  • For every image in naev/dat/gfx, naev-artwork should have a master version of the image. This should be 3D models, higher resolution images, Gimp .xcf files, .svg files; or just the exact same file if that's the best we have.
  • With a single script invocation, it should be possible to generate all of naev/dat/gfx from these sources.
  • The results should be similar to what's in the naev repo now, and at least as good (no problem if we improve the rendering of something).
  • naev-artwork should have CI building the graphics, and uploading the results somewhere.
  • This part may be more controversial: remove dat/gfx from the main repo, and have some automated way to download the latest compiled artwork.

@BTAxis
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BTAxis commented Mar 1, 2020

I do have the "sources" for the planets and suns that I did, but they're in psd format. I'm not sure how useful that's going to be.

@ids1024
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ids1024 commented Mar 1, 2020

@BTAxis My inclination is definitely to add those files to the repo. They may prove useful in one way or another.

I can see what Gimp's psd importer thinks of those files...

@BTAxis
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BTAxis commented Mar 2, 2020

For the most part the files contain rasterized graphics with maybe an extra layer or effect thrown in to get to what we use in the game. There's not too much left to render there. The images are, however, generally higher resolution than what's in the game, so there's that.

What would be an appropriate path for this?

@ids1024
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ids1024 commented Mar 2, 2020

The images are, however, generally higher resolution than what's in the game, so there's that.

I suppose another point I didn't include in my list: if we can generate all the artwork, we can generate it at a higher resolution. The game might look quite a bit nicer on a hiDPI display if it didn't have to scale graphics up from a lower resolution.

So ideally, I would have two versions of the artwork available, a normal resolution version and a hiDPI version.

What would be an appropriate path for this?

I think the paths should probably mirror those in dat/gfx. Though that's not really the case now in a lot of cases.

The files can always be moved. Just make sure you have git-lfs installed.

@BTAxis
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BTAxis commented Mar 2, 2020

Okay, I put all my relevant stuff up there.

@ids1024
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ids1024 commented Apr 11, 2020

Some progress:

  • I've reorganized the repo a bit. There's a 2D/ directory for 2D vector/raster art, that should be possible to automatically export to the format used by naev. The organizations matches that of dat/gfx in the main repo.
  • 2D/Makefile currently generates the exterior images (from Vegastrike, scaling down higher resolution versions), NPC portraits (.xcf files), and faction logos (.svg files).
  • The output of this ends up at naev-artwork/out, which should be where all generated art is placed.
  • Invoking as make HIDPI=1outputs images at twice the width and height, which should look better on a 4k display.
  • 2D/gimp-save.sh kind of works for converting the .psd files to .png. It seems to work with all of them, but the result isn't always right. Probably it relies on some Photoshop features Gimp doesn't support, or doesn't have in the psd importer. Due to the issues, I don't have the Makefile invoking it.

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