 |
Open World Soccer Community Forum
|
View previous topic :: View next topic |
Author |
Message |
stage7
Joined: 16 Nov 2007 Posts: 25 Location: Albacete (Spain)
|
Posted: Fri May 20, 2011 4:35 pm Post subject: OpenCharset |
|
|
What if making charsets for OWS was as easy as drawing a template instead of having to make each sprite one by one? What if every sprite had not only a standardized design but also looked awesome? Yeah, I wanted that too, and was fed up of drawing the whole thing again and again.
That's why I've started developing OpenCharset. Just draw your kit, input it to the script and download the resulting image with the complete sprite sheet.
It sounds neat, but it's going to take its sweet time, because I have to map each pixel and the source code I'm posting below shows the simplest way I could think of. Of course, it would not be "OpenCharset" if it wasn't open source. Here's the code as of May 20, 2011:
UPDATE: Please check the repo for the full codes and changelog.
This code also runs on my hosting via http://stg7.net/ows/ows.php (remember to add "?pic=kit.png" for it to work). Here are a few images you can use to test it (ows.php?pic=acmilan.png or ows.php?pic=clubamerica.png), but you can try your own as well using a complete URL:
It couldn't be easier and the templates speak for themselves. But this is only the first step, and there's still a lot of sprites to map. What if we try to complete this project? It will save HOURS of work for avid kitmakers!
Come on, guys! Let's make together the greatest soccer game of them all! _________________ OpenCharset: a project to develop an easy way to create custom sprite sheets
Last edited by stage7 on Sun Jun 03, 2012 2:19 am; edited 2 times in total |
|
Back to top |
|
 |
Massimo32 Site Admin
Joined: 11 Nov 2007 Posts: 177 Location: Bolzano, Italy
|
Posted: Sat May 21, 2011 10:13 am Post subject: Re: OpenCharset v. 0.1 |
|
|
Your idea is wonderful!
How did you choose the size of the template? I wonder if some standard exists, so people could reuse the templates they made for other games... |
|
Back to top |
|
 |
stage7
Joined: 16 Nov 2007 Posts: 25 Location: Albacete (Spain)
|
Posted: Sat May 21, 2011 5:30 pm Post subject: |
|
|
Thank you
Well, I don't think a standard exists because I chose the dimensions based more or less on the number of pixels the standing front view sprite has. It is clear that the socks are 4x2 and the shorts are 10x4. I had doubts about the sleeves and shirt dimensions, but it seemed sensible (pun intended) that the shirt was 10 pixels wide and 6 or 7 high, and eventually chose 7. For the sleeves I chose 5 + 1 for the cuffs, which is more than enough for the running sprites, although some of them are 6 + 1. Then, for the back pictures, just mirroring the measures can work. Multiply everything by 8 and the script will resample everything accordingly
Cuff + sleeve + shirt + sleeve + cuff = (1 + 5 + 10 + 5 + 1) * 8 = 22 * 8 = 176 pixels wide.
Socks + shorts + shirt + shirt + shorts + socks = (2 + 4 + 6 + 6 + 4 + 2) * 8 = 24 * 8 = 192 pixels high.
Version 0.1.1 published, it adds another sprite, fixes sprite (1,2) and adds the full shading mask. Download in http://stg7.net/ows/repository/ . _________________ OpenCharset: a project to develop an easy way to create custom sprite sheets |
|
Back to top |
|
 |
stage7
Joined: 16 Nov 2007 Posts: 25 Location: Albacete (Spain)
|
Posted: Sat Apr 07, 2012 6:51 pm Post subject: |
|
|
Good news, I've retaken this project and made myself a few scripts that will dramatically speed up the sprite mapping (at the cost of not having the coordinates in a kit-fashioned shape, but a very single line stream of numbers). Also implemented proper mask shading with alpha channel.
I will actively work on this again these days URL remains the same, version is 0.2.2. Try the new kits I've uploaded or use your own. _________________ OpenCharset: a project to develop an easy way to create custom sprite sheets |
|
Back to top |
|
 |
Massimo32 Site Admin
Joined: 11 Nov 2007 Posts: 177 Location: Bolzano, Italy
|
Posted: Sat May 19, 2012 7:24 pm Post subject: |
|
|
stage7 wrote: | Good news, I've retaken this project and made myself a few scripts that will dramatically speed up the sprite mapping (at the cost of not having the coordinates in a kit-fashioned shape, but a very single line stream of numbers). Also implemented proper mask shading with alpha channel.
I will actively work on this again these days URL remains the same, version is 0.2.2. Try the new kits I've uploaded or use your own. |
Hi stage7,
sorry for late reply. This is the reason:
http://openworldsoccer.sourceforge.net/forum/viewtopic.php?p=479
First of all thank you for the update. I've tested the files generated with your script and unfortunately I've found a problem: these images don't have a palette.
The game search for the palette inside the image and then replaces the colors.
This is done in order to change the colors on the fly and generate different colors of skin.
Changing the colors of non-paletted images would require a relatively slow "pixel by pixel" search and replacement. |
|
Back to top |
|
 |
stage7
Joined: 16 Nov 2007 Posts: 25 Location: Albacete (Spain)
|
Posted: Sun Jun 03, 2012 2:16 am Post subject: |
|
|
Hi Massimo,
Nicely spotted bug. So, if I've understood you, if the charsets generated would have a palette then there would be no problem using them in the game, including alpha channel etc. OK, I will take care of that, it shouldn't be hard to fix as LibGD can also generate images with palette on the fly. Is there a specific palette I should use, or using my very own will suffice, as long as I use certain colors and certain indexes?
As OWS has been on hold for a time now and the development has returned to YS, should I change the program name and put my efforts on making OpenCharset YS-compatible instead of OWS-compatible? (The charsets are identical to me, but just in case)
Regards.
Massimo32 wrote: | stage7 wrote: | Good news, I've retaken this project and made myself a few scripts that will dramatically speed up the sprite mapping (at the cost of not having the coordinates in a kit-fashioned shape, but a very single line stream of numbers). Also implemented proper mask shading with alpha channel.
I will actively work on this again these days URL remains the same, version is 0.2.2. Try the new kits I've uploaded or use your own. |
Hi stage7,
sorry for late reply. This is the reason:
http://openworldsoccer.sourceforge.net/forum/viewtopic.php?p=479
First of all thank you for the update. I've tested the files generated with your script and unfortunately I've found a problem: these images don't have a palette.
The game search for the palette inside the image and then replaces the colors.
This is done in order to change the colors on the fly and generate different colors of skin.
Changing the colors of non-paletted images would require a relatively slow "pixel by pixel" search and replacement. |
_________________ OpenCharset: a project to develop an easy way to create custom sprite sheets |
|
Back to top |
|
 |
Massimo32 Site Admin
Joined: 11 Nov 2007 Posts: 177 Location: Bolzano, Italy
|
Posted: Sun Jun 03, 2012 9:44 am Post subject: |
|
|
stage7 wrote: | Hi Massimo,
Nicely spotted bug. So, if I've understood you, if the charsets generated would have a palette then there would be no problem using them in the game, including alpha channel etc. OK, I will take care of that, it shouldn't be hard to fix as LibGD can also generate images with palette on the fly. Is there a specific palette I should use, or using my very own will suffice, as long as I use certain colors and certain indexes?
|
It should work as long as the skin colors have the same values as those in the standard kits (indexes should not matter).
stage7 wrote: |
As OWS has been on hold for a time now and the development has returned to YS, should I change the program name and put my efforts on making OpenCharset YS-compatible instead of OWS-compatible? (The charsets are identical to me, but just in case)
|
This makes sense because OWS development will not resume soon, and Yoda will continue using these kits.
On the contrary, OWS may adopt a very different graphics in the (far) future. |
|
Back to top |
|
 |
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
Powered by phpBB © 2001, 2005 phpBB Group
|