X-ray proof gfx

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Re: X-ray proof gfx

Postby loftar » Mon Apr 18, 2011 10:45 pm

Jackard wrote:
EnderWiggin wrote:And those tiny cupboards - how do they contain such a horde of items? :-)

who cares

You know, realism arguments aside, I don't think it hurts immersion to have objects look like something they could reasonably be.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: X-ray proof gfx

Postby SacreDoom » Mon Apr 18, 2011 10:55 pm

Everyone knows that things that dont match in any way are the best.
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Re: X-ray proof gfx

Postby sabinati » Tue Apr 19, 2011 1:33 am

loftar wrote:
Jackard wrote:
EnderWiggin wrote:And those tiny cupboards - how do they contain such a horde of items? :-)

who cares

You know, realism arguments aside, I don't think it hurts immersion to have objects look like something they could reasonably be.


when you make the cupboards 8x16 i'll go back to using the tall graphic*

*no i won't
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Re: X-ray proof gfx

Postby Jackard » Tue Apr 19, 2011 1:59 am

cobaltjones wrote:...t'was a joke I believe.

so was mine

loftar wrote:You know, realism arguments aside, I don't think it hurts immersion to have objects look like something they could reasonably be.

ignoring the fact that inventory is completely abstract, small cupboards are a meter cubed

know what else wouldnt hurt immersion? you guys adjusting the art and bounding box of several objects that fail to conform to the grid, so they can be easily placed within cabins and cellars by shift-rightclicking
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Re: X-ray proof gfx

Postby pyrale » Tue Apr 19, 2011 3:13 pm

erozaxx wrote:
pyrale wrote:
SacreDoom wrote:..Why not just make it transparent..

Because I still want to have decent graphics, and not a game that doesn't look like a game anymore. When I roam around to find forageables with x-rays, trees&stones hidden, I really can't say that graphics are nice. Atleast when I'm home, I would like to have decent graphics without crippling myself.


But you say your stone-mansion version is not ugly?

My stone mansion is a WIP, I'm nowhere near satisfied with it's current state.
And I don't like transparent stuff.
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Re: X-ray proof gfx

Postby cobaltjones » Tue Apr 19, 2011 5:19 pm

Jackard wrote:know what else wouldnt hurt immersion? you guys adjusting the art and bounding box of several objects that fail to conform to the grid, so they can be easily placed within cabins and cellars by shift-rightclicking

Took me damn near 30 tries to get that loom perfectly in the corner.
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Re: X-ray proof gfx

Postby novaalpha » Tue Apr 19, 2011 7:11 pm

cobaltjones wrote:
Jackard wrote:know what else wouldnt hurt immersion? you guys adjusting the art and bounding box of several objects that fail to conform to the grid, so they can be easily placed within cabins and cellars by shift-rightclicking

Took me damn near 30 tries to get that loom perfectly in the corner.

You need your OCD checked. See doctor.
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Re: X-ray proof gfx

Postby Haba » Fri Apr 22, 2011 7:22 pm

cobaltjones wrote:
Jackard wrote:know what else wouldnt hurt immersion? you guys adjusting the art and bounding box of several objects that fail to conform to the grid, so they can be easily placed within cabins and cellars by shift-rightclicking

Took me damn near 30 tries to get that loom perfectly in the corner.


I hope you do realize that you'll have to replace the loom once in a while as your q increases...
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Re: X-ray proof gfx

Postby cobaltjones » Fri Apr 22, 2011 7:33 pm

Haba wrote:I hope you do realize that you'll have to replace the loom once in a while as your q increases...

Which is why I don't actually build/place anything until I can get q40 boards and then usually I won't replace big items like that until there's a significant increase in quality.
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Re: X-ray proof gfx

Postby DatOneGuy » Wed May 04, 2011 9:28 am

sabinati wrote:
loftar wrote:You know, realism arguments aside, I don't think it hurts immersion to have objects look like something they could reasonably be.


when you make the cupboards 8x16 i'll go back to using the tall graphic*

*no i won't

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