The Sierra VGA Background Remakes Thread

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Alias
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#126 Post by Alias » Thu Dec 09, 2004 9:28 am

Its still all blurry and it looks terrible.

moonlit> Your art is amazing man!  :D

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#127 Post by Erpy » Thu Dec 09, 2004 9:31 am

Rog, could we please center this thread around the notion of what can be improved on posted material, rather than ripping things apart? I find it difficulty to judge your post as constructive.

Image

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#128 Post by Alias » Thu Dec 09, 2004 9:39 am

PM me a guide then.  :rolleyes   :p

I just said it didnt look good because you dont see the pixels blended.

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#129 Post by Uhanimar » Thu Dec 09, 2004 6:58 pm

Yeah well if i use the smooth tool on the entire dang thing than it looks like it fluffed up....What am i supposed to do to fix that anyway hmm? I don't really see why seeing the pixels on the outside is THAT BAD,  And besides i can't figure out how the heck to fix it! I have no clue how the heck i could fix the pixels without screwing it up and making it look too fluffy and blurred.


And you have to say that it is pretty dang good for someone who was making an image on the 2nd day of useing it. Thats right, it had only been 1 day of useing PSP in that way that i created that. (Note: i have ben useing PSP for about 4 years, but i have not done that kinda of graphics untill now.)

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#130 Post by Alias » Thu Dec 09, 2004 7:40 pm

Re-draw it, thats what I did.  ;)

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#131 Post by Uhanimar » Thu Dec 09, 2004 9:26 pm

Yeah you did that and it didn't look right. if i can find a way to smooth it without blurring it, than i'm good.


BTW i can't draw that good.

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#132 Post by Alias » Thu Dec 09, 2004 10:00 pm

I wont bother with it.

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#133 Post by moonlit » Fri Dec 10, 2004 12:23 am

Hi Guys,

I think sometimes rog is a little rough in his comments, but I also think he has a very good point.
Re-draw it, thats what I did.
I for a while tried all sort of things with the original background graphics. But in the end only redrawing would work for me. Creating high resolution graphics from low resolulution "the easy way" just doesn't work (at least for me).

Yes, rog's animations aren't completely right yet, but then again animations are very hard to do. Tried a few myself for my own game, and unfortunately they take so much time (an my animations still suck :-(   )that you either need a dedicated animator or someone skilled in animating using a 3D program (like blender for instance)

Rog's animations only need a little adjustment to become very good (mainly the jaw/eyes)

I think the SQ2 VGA remaking thread would really benefit of having two or more animators.  IF they work on different animations.

I think it would be better if we all tried different backgrounds and animations. Just post what you are working on (if you really want to contribute) or post and tell you just want to show your art but aren't really interested in completing a set of SQ2 graphics.

Just my two pence

Keep up all the good work.

Sometime before the end of 2005 we will have finished creating all the graphics for SQ2 and maybe the animations.

CYA on the chronostream, guys (and girls :-)   )

Regards, Ron AF Greve

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#134 Post by Uhanimar » Fri Dec 10, 2004 1:01 am

1: I can't draw very well
2. You guys are too freaking picky. You can't have a few pixels standing out.
3. I JUST FREAKING STARTED!!!!

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#135 Post by moonlit » Fri Dec 10, 2004 1:30 am

Hi,

It wasn't meant as offence. Just take it as constructive criticism. As I said the thread would benefit from more animators (namely YOU :-)  ).  I wouldn't get  through all the trouble of posting my comments if I thought it wouldn't be worth it.

I post on conceptart often and always get comments on perspective. Looking at my art I know this comment is actually right (it doesn't show with outdoor scenes I think) and try to practice it as much as I can, knowing someday my perspective view on objects, especially humans will be correct (Practice makes perfect doesn't it?).

Well anyways I will be the last to keep you from posting here.

Looking at my own images when people reply "great" or "nice" , ehh well I know actually nice means, "doesn't look as good as the others". So I know I have some work there.

Don't try to change the rest of the world, but rahter try to change yourself so people like your art.

Hope to see more work of you soon.

Regards, Ron AF Greve.

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#136 Post by Uhanimar » Fri Dec 10, 2004 2:48 am

moonlit wrote:Hi,

It wasn't meant as offence. Just take it as constructive criticism. As I said the thread would benefit from more animators (namely YOU :-)  ).  I wouldn't get  through all the trouble of posting my comments if I thought it wouldn't be worth it.

I post on conceptart often and always get comments on perspective. Looking at my art I know this comment is actually right (it doesn't show with outdoor scenes I think) and try to practice it as much as I can, knowing someday my perspective view on objects, especially humans will be correct (Practice makes perfect doesn't it?).

Well anyways I will be the last to keep you from posting here.

Looking at my own images when people reply "great" or "nice" , ehh well I know actually nice means, "doesn't look as good as the others". So I know I have some work there.

Don't try to change the rest of the world, but rahter try to change yourself so people like your art.

Hope to see more work of you soon.

Regards, Ron AF Greve.

Yes i know that. But all of you guys (exept you) Can't say "thats pretty good" for the fact that i have been working on this kind of graphics for about 4 days now. Saying that, what i made was pretty dang good for that little of practise. I hate bragging more than anything else and i am not trying to change the world.


Here is my aatemp at a santa hat(needs a little impov): Image

And my rock: Image

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#137 Post by Alias » Fri Dec 10, 2004 8:24 am

Calm down Uhanimar.

You just need to be patient it took me less than an hour just to make that barien head, Sprite work is very very time consuming and try not to take the easy way out.

Why a few pixels stand out? Have you played KQ1VGA or KQ2VGA? Did they have pixels standing out? It just looks very un-profesional. Just slowly and carefully redraw the sprite and colour it.

What I do is, I make an outline in black, then I paint different shades of brown and using the smudge tool, on a low setting to blend it all together.

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#138 Post by moonlit » Fri Dec 10, 2004 10:54 am

Hi Uhanimar.

Well here you go, that rock and santa hat actually do look very good :-).

I like the strong shadows and highlights, though one has always has to be careful not to overdo it, most people seem to forget that they have the full range of 16 million colors.

Keep up the good work everyone.

Regards, Ron AF Greve.

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#139 Post by Uhanimar » Fri Dec 10, 2004 6:14 pm

Rog wrote:Calm down Uhanimar.

You just need to be patient it took me less than an hour just to make that barien head, Sprite work is very very time consuming and try not to take the easy way out.

Why a few pixels stand out? Have you played KQ1VGA or KQ2VGA? Did they have pixels standing out? It just looks very un-profesional. Just slowly and carefully redraw the sprite and colour it.

What I do is, I make an outline in black, then I paint different shades of brown and using the smudge tool, on a low setting to blend it all together.
1. I can't redraw.
2. When you did a redraw, a few people said that it didn't look right.
3. I think there is a way in PSP to make it look less blurry instead of redrawing it!
4. Thanks moonlit, i'm also currently trying to create an underwater city.

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#140 Post by Blackthorne519 » Fri Dec 10, 2004 7:10 pm

I appreciate all the effort placed here, Uhanamar, you're making leaps.  But can we stop spamming this forum with arguments and such?

The point here was to remake SQ2 backgrounds in a VGA style.  The two active backgrounds were the BerryBush/Vine screen, and the Water Caves.  Let's see what we can do?


Keep it on topic here, please??

Bt

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#141 Post by moonlit » Fri Dec 10, 2004 7:26 pm

Ok, back to background making then  ;)

Not my favorite but here is another one.

Image

Im am going to work on the following pic:

http://moonlit.xs4all.nl/~moonlit/sq2008.GIF
Regards, Ron AF Greve

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#142 Post by Uhanimar » Fri Dec 10, 2004 8:34 pm

Blackthorne519 wrote:I appreciate all the effort placed here, Uhanamar, you're making leaps.  But can we stop spamming this forum with arguments and such?

The point here was to remake SQ2 backgrounds in a VGA style.  The two active backgrounds were the BerryBush/Vine screen, and the Water Caves.  Let's see what we can do?


Keep it on topic here, please??

Bt
OMG i don't believe it. You guys can't go off topic for a little while....you guys would never survive some of the forums i'm on.

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#143 Post by Blackthorne519 » Fri Dec 10, 2004 9:16 pm

Uhanimar wrote: OMG i don't believe it. You guys can't go off topic for a little while....you guys would never survive some of the forums i'm on.
Okay, this is the LAST time I will address this, and spam up this forum.... THIS IS A WORK FORUM.  We are doing work here, not chatting like little immature peons.  If you don't have something constructive to do here, DON'T POST IT HERE.  That's what the OFF-TOPIC FORUM is FOR.

This forums is for WORK!  We keep it clutter free so those who are interested don't have to WADE through a whole chunk of crap to get where they are going.  Again, if it does not pertain to the topic of this thread, which is SPACE QUEST TWO VGA BACKGROUNDS, please post it in Random Rants in the Off-Topic forum.

 NOW, moving on......

Moonlit - amazing.  Your art is just beautiful.  Perhaps you could share some of your techniques with the rest of the board?  What programs do you use?  Do you use a mouse or tablet?  How do you get the textures for such things as rocks, trees, bushes, etc.  Great art work.

I hope to see some of the regulars back here, Fizzi, Muzlack, JLM, Lokey, and everyone else.  You've all done tremendous work, and I think this is tons of fun.

Oh, and here is another "SLIGHT" re-edit of the docking bay by a friend of mine.  This is a .png
Image

Okay!  I appreciate all the enthusiam here - let's just remember to keep the spam down to a minimum, and keep going.

Also, for you would-be sprite/animators - heres a comparison sprite - one of the Warrior Apes from SQ2 next to a Sprite from QFG1 VGA - You get an idea for size comparison, and how that changes in the conversion.  If someone gets brave, perhaps they would try remaking one of the Apes VGA style.

Image

Good luck.

Bt

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#144 Post by Uhanimar » Fri Dec 10, 2004 9:37 pm

Blackthorne519 wrote:
Uhanimar wrote: OMG i don't believe it. You guys can't go off topic for a little while....you guys would never survive some of the forums i'm on.
Okay, this is the LAST time I will address this, and spam up this forum.... THIS IS A WORK FORUM.  We are doing work here, not chatting like little immature peons.  If you don't have something constructive to do here, DON'T POST IT HERE.  That's what the OFF-TOPIC FORUM is FOR.

This forums is for WORK!  We keep it clutter free so those who are interested don't have to WADE through a whole chunk of crap to get where they are going.  Again, if it does not pertain to the topic of this thread, which is SPACE QUEST TWO VGA BACKGROUNDS, please post it in Random Rants in the Off-Topic forum.



Bt
Look....i just wanted to post my version of that image and then my other things. And i know that it is a work forum, but that doesn't mean that you have to enforce it to an extreme extent.

Oh, and if you call me immature one more time........

Back to the subject.

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#145 Post by Alias » Fri Dec 10, 2004 10:15 pm

Uhanimar> SHUT UP! (sorry someone had to say it)

Blackthorn> I've been working on this one for a little while:

BEFORE:
http://www.2dadventure.com/ags/before1.bmp

AFTER:
http://www.2dadventure.com/ags/after1.bmp

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#146 Post by Uhanimar » Fri Dec 10, 2004 10:26 pm

Rog wrote:Uhanimar> SHUT UP! (sorry someone had to say it)

Blackthorn> I've been working on this one for a little while:

BEFORE:
http://www.2dadventure.com/ags/before1.bmp

AFTER:
http://www.2dadventure.com/ags/after1.bmp
Do you have any idea who your talking to?


Anyway can we end this?

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#147 Post by Klytos » Fri Dec 10, 2004 10:38 pm

Uhanimar = If you figure out how to smudge the pixels into a smooth non-pixeled color type thing, let me know as it's something I've been working on for a while and can't figure out either.

Rog = You're a tit...

BlackThorne = The docking bay is starting to look very good. I like the sharpness of the floor and walls, and the machine thing on the rightside wall. I still think the shuttlepod looks weird, I can't figure out why though, I'll sleep on it....

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#148 Post by Angelus3K » Fri Dec 10, 2004 10:44 pm

Bt is right, this thread is very interesting but when I come here to look at the progress all I see is some "immature peons" as Bt put it argueing away.

You have to scroll through tons of crap!!

Anyway, keep up the good work guys!! Some very nice backgrounds are appearing!!

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#149 Post by JLM5 » Fri Dec 10, 2004 11:34 pm

I'm back with a new background. I know there are several things to improve (like the planet's atmosphere), but this is the first version. I just hope there is some way to implement "walk-behind" areas inside the glass tube.

Image

Image

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#150 Post by moonlit » Fri Dec 10, 2004 11:57 pm

Hi JLM5,

Looks great, probably used a 3D program for the tube I guess?

I might have overlooked something, but I think it will indeed pose a problem. If this image is supplied as a flat picture. The tube and (black) background are blended together. So my guess would be that this would make it impossible to let a character walk behind it (it wouldn't be visible at all).

The only way I can see to make it work is to render the tube twice one render for the closest half and one for the remote half and background. Then an engine that works with layers could use it (of course the image should not be included as a flattened image then but with layers).

Hmm, I try to think if I can recall a game that lets characters move behind glass. Then we could see how this should be handled.

Regards, Ron AF Greve

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