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Map backgrounds (was: Death world again)

Posted: 25 Dec 2009, 15:30
by Crush
I just added support for background images. The star graphic in the following image is just a quick&dirty proof of concept. But they are actually 4 layers of stars which scroll parallax when the screen scrolls. This already looks pretty impressive, in my opinion. It would look even better when using better star images.

Re: Death world again [WIP]

Posted: 25 Dec 2009, 16:07
by Crush
Here I used some astronomy pictures from http://apod.nasa.gov as layer graphics. Looks even more impressive when seen in motion. Framerate is stable:
Mana_Screenshot_3.png
Mana_Screenshot_3.png (637.6 KiB) Viewed 4917 times

Re: Death world again [WIP]

Posted: 25 Dec 2009, 16:53
by Crush
Customdata to see it live (uses two similar but different pictures for the 2nd and 3rd layer due to copyright reasons)

Re: Death world again [WIP]

Posted: 25 Dec 2009, 17:08
by Len
It needs to be darkened a bit with more of a bluish hue than red (this will make it push back rather than forward visually)http://forums.themanaworld.org/download ... hp?id=4873

Does it more slower than the foreground (multiplane)

Re: Death world again [WIP]

Posted: 25 Dec 2009, 20:51
by meway
wow that's pretty awesome crush I did not think it was possible.
Should i create a bigger star layout?

Edit: you think we could put a sand like image below the water, while the water is moving?

I thank it would be awesome because nobody's perspective of it will be the same

would require some alpha to the water.

Re: Death world again [WIP]

Posted: 26 Dec 2009, 05:35
by Kage
meway wrote:wow that's pretty awesome crush I did not think it was possible.
Should i create a bigger star layout?

Edit: you think we could put a sand like image below the water, while the water is moving?

I thank it would be awesome because nobody's perspective of it will be the same

would require some alpha to the water.
This feature was just added... we can't use it yet because it won't work on older clients, but we can use it in CR1... if people agree and we can find a suited location for it.

Re: Death world again [WIP]

Posted: 26 Dec 2009, 13:30
by Crush
Len wrote:It needs to be darkened a bit with more of a bluish hue than red (this will make it push back rather than forward visually)http://forums.themanaworld.org/download ... hp?id=4873
This is just a proof of technology. This example is completely over the top and I don't intent it to be used seriously.
Does it more slower than the foreground (multiplane)
Sure. The backgrounds have all abilities the forgrounds (overlays) have too, including parallax scrolling, optional fit-to-screen and self-movement. all independent from the others.
This feature was just added... we can't use it yet because it won't work on older clients
And that's the caveat.

Background images are only visible where the map has no or transparent tiles. This is something we avoid at all cost in the maps for the current client, because without a background image the existing clients will show ugly graphic bugs in its place.

We can only start to use backgrounds after we dropped support for the current 0.0.29.1 client.

But... there is a little trick we could abuse. 0.0.29.1 pulls its updates from resource2.txt, the current git pulls a file named resources.xml. We could put an update without backgrounds into resource2.txt and another versions with backgrounds into resources.xml.
but we can use it in CR1... if people agree and we can find a suited location for it.
Possible applications would be, for example:
  • The view from a high tower, mountain top, cliff etc.
  • Any Island-in-the-sky scenarios
  • A cave dungeon map which consists of bridges over a magma lake
  • It could also be used for water effects, although I would rather use animated tiles for this.
  • Or water surfaces which reflect the sky

Re: Death world again [WIP]

Posted: 26 Dec 2009, 14:06
by i
Crush wrote:[*]It could also be used for water effects, although I would rather use animated tiles for this.
[*]Or water surfaces which reflect the sky[/list]
What about bottom of sea? Water could be semi transparent. I like the idea. :)

Re: Map backgrounds (was: Death world again)

Posted: 26 Dec 2009, 14:08
by Crush
Bottom of the sea = solid mapped ground with transparent water in the foreground = overlays = was already possible :wink:

Or did I misunderstand what you mean?

Re: Death world again [WIP]

Posted: 26 Dec 2009, 16:36
by Jaxad0127
Relying on backgrounds for water is quite bad, IMO. We wouldn't be able to do river animations like WoA is doing, unless we make those transparent, with the background reflecting the sky (a good option, IMO). For oceans and larger lakes, we can use the backgrounds to reduce mapping load. If we do ship deck maps, backgrounding the ocean will allow for a lot of detail with little mapping effort. Balloon and train maps too (something that would be interesting to look into).
Crush wrote:But... there is a little trick we could abuse. 0.0.29.1 pulls its updates from resource2.txt, the current git pulls a file named resources.xml. We could put an update without backgrounds into resource2.txt and another versions with backgrounds into resources.xml.
Just to make sure this is out here: the next client will try the XML first, and fall back on the older format if the XML isn't found. No need to provide XML if you don't want the newer features (like the abuse above, or optional updates).

Re: Death world again [WIP]

Posted: 26 Dec 2009, 18:19
by Kage
Crush wrote:But... there is a little trick we could abuse. 0.0.29.1 pulls its updates from resource2.txt, the current git pulls a file named resources.xml. We could put an update without backgrounds into resource2.txt and another versions with backgrounds into resources.xml.
:shock: Your right.... I didn't think of doing something like that... :?

Though do we really want to maintain two versions of the same map :?:

Your play a dangerous game my friend.... :twisted:

Re: Map backgrounds (was: Death world again)

Posted: 26 Dec 2009, 19:25
by meway
semi transparent animated water on top of background. Whats the worst that could come from testing it?

Re: Death world again [WIP]

Posted: 26 Dec 2009, 23:39
by octalot
Crush wrote:But... there is a little trick we could abuse. 0.0.29.1 pulls its updates from resource2.txt, the current git pulls a file named resources.xml. We could put an update without backgrounds into resource2.txt and another versions with backgrounds into resources.xml.
Instead of having two versions of the map, how about another magic layer name like the "Fringe" layer which:
* New clients wouldn't draw
* Mappers should put as the bottom layer, and only use a special tileset containing a single black tile

Re: Death world again [WIP]

Posted: 27 Dec 2009, 05:11
by Jaxad0127
octalot wrote:
Crush wrote:But... there is a little trick we could abuse. 0.0.29.1 pulls its updates from resource2.txt, the current git pulls a file named resources.xml. We could put an update without backgrounds into resource2.txt and another versions with backgrounds into resources.xml.
Instead of having two versions of the map, how about another magic layer name like the "Fringe" layer which:
* New clients wouldn't draw
* Mappers should put as the bottom layer, and only use a special tileset containing a single black tile
I'd rather not, as it has no use going forward.

Re: Map backgrounds (was: Death world again)

Posted: 30 Dec 2009, 17:18
by meway
really? what has no use going for-word?