Loftar, you're breaking my heart over here. I thought the method I used worked just fine. Sure, I could experiment further and fine-tune the noise values to be even better, and yeah, it DOES look kind of odd if used on the sails of a Knarr, but for getting an image onto a Heraldic cape, it did its job of preserving the color instead of being a purple, cyan, and white mess.loftar wrote:(Which is relevant for the dithering technique used in the OP, too, btw.)
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DoctorViper
- Posts: 43
- Joined: Thu Aug 24, 2017 1:28 am
Re: The contours system is problematic.
If you have nothing to make, then maybe it is still something. Why? Because you possess the idea that you wish to make something from nothing.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: The contours system is problematic.
Could the available color palette be increased (RGB 3 bit per channel, if possible RGBA), preferably with the ability to include metallic spot colors (gold, silver,...)?
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: The contours system is problematic.
My point was that even if it looks good on the preview page, there's a high chance of it turning weird in-game once it makes the trip through OpenGL.DoctorViper wrote:but for getting an image onto a Heraldic cape, it did its job of preserving the color instead of being a purple, cyan, and white mess.
Perhaps, but that would require 512 different craftable dyes. :)Granger wrote:RGB 3 bit per channel
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: The contours system is problematic.
Not really, you could just do some math mumbo-jumbo to come up with amounts needed of the current ones - lighter tones could just need less...loftar wrote:Perhaps, but that would require 512 different craftable dyes.Granger wrote:RGB 3 bit per channel
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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DoctorViper
- Posts: 43
- Joined: Thu Aug 24, 2017 1:28 am
Re: The contours system is problematic.
So what I'm getting from this is to try and use less noise for the image, or experiment with a different dithering method altogether.loftar wrote:My point was that even if it looks good on the preview page, there's a high chance of it turning weird in-game once it makes the trip through OpenGL.
I jest, of course. But it honestly can't look any worse than... well...

If you have nothing to make, then maybe it is still something. Why? Because you possess the idea that you wish to make something from nothing.
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Bauta
- Posts: 58
- Joined: Tue Aug 15, 2017 1:36 pm
Re: The contours system is problematic.
Why not add a literal palette? As in a wooden board where you can mix your colors.
It could just start with white and black, the cheapest paints to produce, to make shades of all the other colors.
As it is now it's kind of ridiculous. Also jesus christ if all pics are reduced to a thumbnail in your current upload page, why is every single one on a newline? You could fit 10 in a single row.
It could just start with white and black, the cheapest paints to produce, to make shades of all the other colors.
As it is now it's kind of ridiculous. Also jesus christ if all pics are reduced to a thumbnail in your current upload page, why is every single one on a newline? You could fit 10 in a single row.
You do not have the required permissions to view the files attached to this post.
world 5: sprucecap
world 6: hermit
world 7: sprucecap
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world 10: hermit
world 6: hermit
world 7: sprucecap
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world 10: hermit
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DoctorViper
- Posts: 43
- Joined: Thu Aug 24, 2017 1:28 am
Re: The contours system is problematic.
loftar wrote:I wouldn't exactly recommend dithering, though, at least not for naïve users. By the time the image gets through mipmapping and texture filtering and whatnot, it is likely to not look the way you thought it would look. (Which is relevant for the dithering technique used in the OP, too, btw.)
Get fucked. I did it, Jordon bought a sketch page to test my dithering method, and it WORKED.loftar wrote:My point was that even if it looks good on the preview page, there's a high chance of it turning weird in-game once it makes the trip through OpenGL.DoctorViper wrote:but for getting an image onto a Heraldic cape, it did its job of preserving the color instead of being a purple, cyan, and white mess.
If you have nothing to make, then maybe it is still something. Why? Because you possess the idea that you wish to make something from nothing.
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jacksonblu
- Posts: 78
- Joined: Sat Sep 05, 2015 12:34 am
Re: The contours system is problematic.
https://en.wikipedia.org/wiki/Dither#Di ... processingDoctorViper wrote: Wait, noise! You just add noise to trick the system! So, you open up your copy of Photoshop, and one image at a time, you add noise to them.
While adding random noise does work, there are other forms of dithering that produce better looking images that more accurately represent the original.
For a comparison, I converted the original image to the in-game palette in Gimp using the Floyd-Steinberg dithering method.
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DoctorViper
- Posts: 43
- Joined: Thu Aug 24, 2017 1:28 am
Re: The contours system is problematic.
How did you pull it off?jacksonblu wrote:I don't know if this holds true 100% of the time, but another pro of using Floyd-Steiberg might be that it adds less contours than random-noiseDoctorViper wrote: Wait, noise! You just add noise to trick the system! So, you open up your copy of Photoshop, and one image at a time, you add noise to them.
If you have nothing to make, then maybe it is still something. Why? Because you possess the idea that you wish to make something from nothing.
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jacksonblu
- Posts: 78
- Joined: Sat Sep 05, 2015 12:34 am
Re: The contours system is problematic.
For this I used Gimp, although other image editing programs might offer similar options.DoctorViper wrote: How did you pull it off?
I started off by converting the image from RGB to Indexed mode, which allows you to convert the image to a palette, for which I created a custom palette made up of all the Haven pigments. It also allows you to use dithering when it converts the image. There are also many tutorials online for indexing an image that can help you. Also, if you use Gimp, make sure to export the image so that it gives you a usable file.
Here's an example, using our Glorious Leader





