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Battle for wesnoth sprites
Battle for wesnoth sprites








battle for wesnoth sprites battle for wesnoth sprites
  1. #Battle for wesnoth sprites how to
  2. #Battle for wesnoth sprites portable

TerrainGraphicsWML - If you really need to get technical, start here.TerrainCodesWML - A list of the letters used to represent terrain types.These describe the system used to specify how terrains behave in game:

#Battle for wesnoth sprites how to

Editing Castles - Instructions for how to make/edit castles (and other corner-based terrains) using yobbo's GIMP script.Multi-Hex Tiling Tutorial - A description of how multi-hex tiles work.Castle Tutorial - A description of how Wesnoth's castle tiles work (needs updating, but useful nonetheless).Turning Square Tiles into Hex - Nifty tricks for transforming square (or any rectangle) shaped seamless tiles into hexagon seamless tiles.Tiles Tutorial - Frame's tutorial describing the process of making terrain tiles in Wesnoth, and how they interact with adjacent tiles.Mesilliac's Essay on Terrain Perspective - The geometry behind the perspective used for terrain tiles in Wesnoth.Read Frame's "Tiles Tutorial" for a good overview of how terrain graphics work. The following is information specific to drawing terrain for Wesnoth. Making portrait art in vector - A complete tutorial for making Wesnoth unit portraits in vector graphics.Vector Inking - Vector techniques, including mouse-only, for inking your sketches.Smooth shading in vector - The basic vector techniques for smooth shading, employing Gaussian blur and clipping/masking.Shaped gradients with Gaussian blur - How to make gradients in other shapes than linear or radial.Variable-width strokes - How to make the strokes vary in width, like being drawn with a flat-tipped pen - no tablet needed!.Z-order tricks - A few methods for faking overlapping shapes.Groovy's vector workshop - Tips and tricks for drawing with Inkscape. Armour Tutorial A tutorial on how to shade metallic armour by LordBob.Portrait Tutorial - A guide on how to draw unit/character portraits by Kitty.Designing weapons and armour - Advice from zookeeper on designing realistic weapons for your characters.How to Shade - An attempt at tackling a very complicated topic.Scaling Digital Images - How to properly resize an image on a computer.Computer Inking a Sketch - Info from Jason Lutes on his portrait workflow.Art Supplies - What physical items you need to do larger cell-shaded art like that of Jetrel/Jormungadr/et al.Scanning with camera - How to transfer real-life art to computer using a digital camera instead of a scanner.Extending dynamic range - The Grooviest (so far) tutorial about extending the dynamic range of images and how this technique can be used to make better scans of pencil drawings.Using the Levels Adjustment - How to make scanned pencil drawings not look washed out.Note: articles that mention making art in physical formats in this section are outdated artists are encouraged to make their art in digital-native formats these days. Especially useful is the External Tutorials page which lists a large number of art tutorials available on the web. These are a work-in-progress, and describe both how to make art fit into Wesnoth's style, as well as giving some considerable tips on drawing in general. Give Your Hero A Personality Art Tutorials To edit these graphics, you'll need some program capable of creating PNG's - some of the programs in the following list are free, open-source software, and will do the job nicely: Art Programs The game also supports JPEG images, although these are better suited for story art. When creating your own images, you can test them without overwriting any game data by putting them in your user data directory. png file in data/core/images under the main data directory of the game, and generally these files will be 72 x 72 pixels (the size of Wesnoth's basic hexagonal tile) with an alpha channel (a part of the file that indicates how transparent each pixel is). Each frame of a unit animation, and each variation of a terrain is stored as a separate.

#Battle for wesnoth sprites portable

Unit and terrain art is stored in the lossless Portable Network Graphics (PNG) format. Artists working on graphics for UMC add-ons meet in the Art Workshop forum. The former is a great place to post and discuss new and current mainline Wesnoth art and graphics, and the latter to see what the art development team is working on. Graphic artists working on artwork intended for mainline Wesnoth usually meet on the Art Contributions forum or on the restricted Art Development forum ("restricted" meaning that only those users with special permissions - such as art contributors and developers - can post there).










Battle for wesnoth sprites