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Re: MTG - GRAPHICS UPDATE M15 - ALTERNATIVE PLANESWALKERS MO

PostPosted: 18 Nov 2014, 13:40
by NeoAnderson
volrathxp wrote:If you're trying to be "print" card accurate, Elspeth, Sun's Champion is incorrect. Her sword does not poke out of the top above her name. Other than that, this is great.
I know my friend, also Nahiri's sword is out of the cropped frame. I made them in this way as a little signature of my work, as an artistic license.

Re: MTG - GRAPHICS UPDATE M15 - ALTERNATIVE PLANESWALKERS MO

PostPosted: 18 Nov 2014, 15:09
by NeoAnderson
Some new screenshoots :
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Re: MTG - GRAPHICS UPDATE M15 - ALTERNATIVE PLANESWALKERS MO

PostPosted: 18 Nov 2014, 16:27
by Xander9009
These are looking really nice, and the idea to use a fully transparent frame and have the card image contain the entire image is really clever. I was wondering how you'd managed multiple different planeswalkers each with their own transparency.

Re: MTG - GRAPHICS UPDATE M15 - ALTERNATIVE PLANESWALKERS MO

PostPosted: 18 Nov 2014, 16:46
by NeoAnderson
Xander9009 wrote:These are looking really nice, and the idea to use a fully transparent frame and have the card image contain the entire image is really clever. I was wondering how you'd managed multiple different planeswalkers each with their own transparency.
Thx my dear friend, as you know i like to test my crazy ideas and sometime i got some interesting results...honestly i don't like the words "Cannot be done" :wink:
Latest screenshots (I am posting while i am making to have a feedback or suggestion for modifies)
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Re: MTG - GRAPHICS UPDATE M15 - ALTERNATIVE PLANESWALKERS MO

PostPosted: 18 Nov 2014, 16:55
by fallenangle
That artwork looks amazing! I love the psuedo-3D effects.

Re: MTG - GRAPHICS UPDATE M15 - ALTERNATIVE PLANESWALKERS MO

PostPosted: 18 Nov 2014, 18:48
by volrathxp
I have a bug to report. These planeswalkers do not work with The Chain Veil. If you activate it the walkers do nothing.

Re: MTG - GRAPHICS UPDATE M15 - ALTERNATIVE PLANESWALKERS MO

PostPosted: 18 Nov 2014, 19:39
by NeoAnderson
volrathxp wrote:I have a bug to report. These planeswalkers do not work with The Chain Veil. If you activate it the walkers do nothing.
I haven't tested them, anyway i will check th chain veil after finished to edit the graphics.

Re: MTG - GRAPHICS UPDATE M15 - ALTERNATIVE PLANESWALKERS MO

PostPosted: 19 Nov 2014, 01:23
by NeoAnderson
Ok i made some tests with The Chain Veil , i think i have understand where is the issue, but i don't understand why this happen.
I still have to fix The Chain Veil it doesn't work as expected.
Latest ScreenShoots :

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Re: MTG - GRAPHICS UPDATE M15 - ALTERNATIVE PLANESWALKERS MO

PostPosted: 19 Nov 2014, 02:51
by sweetLu
NeoAnderson wrote:Honestly i don't know if my explaination is straight and clear, I hope you have understood the concepts![/b]
Well, no it does not :D . I haven't looked at DotP modding in so long that I highly doubt I could code myself out of a box (and by code I mean blatantly copy from other modders much smarter than me). But what I am wondering is if this transparency concept can be expanded to cover other frames types like from Future Sight. So you basically use a transparent frame and a full card art tdx file? If that is true, how does this work with multiple languages and granted abilities? I.e., would a Future Sight Tarmogoyf look alright with a Concordant Crossroads in play?

And to you programming professionals out there, what would coding cards be considered? Is it actually coding? Scripting? Just modding?

Re: MTG - GRAPHICS UPDATE M15 - ALTERNATIVE PLANESWALKERS MO

PostPosted: 19 Nov 2014, 03:32
by NeoAnderson
sweetLu wrote:
NeoAnderson wrote:Honestly i don't know if my explaination is straight and clear, I hope you have understood the concepts![/b]
Well, no it does not :D . I haven't looked at DotP modding in so long that I highly doubt I could code myself out of a box (and by code I mean blatantly copy from other modders much smarter than me). But what I am wondering is if this transparency concept can be expanded to cover other frames types like from Future Sight. So you basically use a transparent frame and a full card art tdx file? If that is true, how does this work with multiple languages and granted abilities? I.e., would a Future Sight Tarmogoyf look alright with a Concordant Crossroads in play?

And to you programming professionals out there, what would coding cards be considered? Is it actually coding? Scripting? Just modding?
I am sorry if my explanation is not clear, but is not so linear, i combined some tips and some ideas together to have that effect.
Anyway to answer your points :
We could make other frames kind but there still some things we cannot override, as text and symbols(mana, expansions) positions. So it would be not so nice to see.
Yes i use a basis of trasparent miracle frame, and i use an overlay with full artwork already including the card frame and trasparency. it works with language and abilities because the artwork doesn't include any symbol or text is just the card frame + the card picture already merged.
The last question i could give my opinion, and everything is linked is not so easy to make so much difference, basically this is modding, but because we are also coding new ability there is some basis of programming.

Re: MTG - GRAPHICS UPDATE M15 - ALTERNATIVE PLANESWALKERS MO

PostPosted: 19 Nov 2014, 03:47
by NeoAnderson
Last Screenshots before to upload the new version :

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Re: MTG - GRAPHICS UPDATE M15 - ALTERNATIVE PLANESWALKERS MO

PostPosted: 19 Nov 2014, 11:58
by RiiakShiNal
sweetLu wrote:And to you programming professionals out there, what would coding cards be considered? Is it actually coding? Scripting? Just modding?
Well, there is some mixture here as Modding is somewhat of a catch-all for modifications to a game or program (as such this can't really be a simple answer). So everything we do in relation to modifications for DotP is Modding even if it could fall into different more specific areas. Though there aren't many hard fast rules as to what falls under what, especially as the lines become more and more blurred in the current state of the world.

As for coding cards that would generally be considered scripting as we are using a scripting language and we are not creating a stand-alone program or library. The code we write for cards is never actually compiled, it is simply interpreted by the program it is designed to run within. However, scripting is a form of coding (a.k.a. programming) and can also be considered such. Most card coding changes fall under scripting, though since mods also contain art for the cards and/or other resources a single WAD would often more appropriately fall under modding rather than just scripting.

Creating stand-alone tools such as thefiremind's Web Generator or my Deck Builder would be more considered developing as we control the source code to those tools and they don't run within the confines of another program. With developing we have considerable control and freedom to make what we want. Generally, stand-alone applications are compiled separately (though not always true for web applications) and require a compiler to generate the application code from the source. Again developing is often a form of coding and can also be considered such, though developing can also apply to other things that don't involve code.

Patching something can fall into different categories depending on how the patch is done. For example Rick's patcher for the DotP games is a separate library and would be considered along with developing. Though patching of some of the standard Lua functions we are given would be considered within scripting as it would be along the same lines as coding for cards (even if the patch were for a menu function or other area).

Some changes that are made to a game such as modifying images or other graphics would not be covered under scripting, developing, or coding, but still could be covered under modding as we would be altering the resources the game uses. Depending on the modifications being done it could even be considered under graphic design.

Re: MTG - GRAPHICS UPDATE M15 - ALTERNATIVE PLANESWALKERS 3D

PostPosted: 19 Nov 2014, 14:39
by NeoAnderson
UPDATE RELEASE 3.0 CHANGELOG :
Replaced all the card frames with High Resolution pictures with 3D Effect.
Fixed issue with Chain Veil and duplication of planeswalker's manager.
Reduced the wad size.
Cropping adjusted of StoneForged Blade and Elf Druid Token.
The game's performances should be more fluid without too many lags, so it allows to use more planeswalkers into a single deck

Re: MTG - GRAPHICS UPDATE M15 - ALTERNATIVE PLANESWALKERS MO

PostPosted: 19 Nov 2014, 14:49
by Xander9009
RiiakShiNal wrote:
sweetLu wrote:And to you programming professionals out there, what would coding cards be considered? Is it actually coding? Scripting? Just modding?
Well, there is some mixture here as Modding is somewhat of a catch-all for modifications to a game or program (as such this can't really be a simple answer). So everything we do in relation to modifications for DotP is Modding even if it could fall into different more specific areas. Though there aren't many hard fast rules as to what falls under what, especially as the lines become more and more blurred in the current state of the world.

As for coding cards that would generally be considered scripting as we are using a scripting language and we are not creating a stand-alone program or library. The code we write for cards is never actually compiled, it is simply interpreted by the program it is designed to run within. However, scripting is a form of coding (a.k.a. programming) and can also be considered such. Most card coding changes fall under scripting, though since mods also contain art for the cards and/or other resources a single WAD would often more appropriately fall under modding rather than just scripting.

Creating stand-alone tools such as thefiremind's Web Generator or my Deck Builder would be more considered developing as we control the source code to those tools and they don't run within the confines of another program. With developing we have considerable control and freedom to make what we want. Generally, stand-alone applications are compiled separately (though not always true for web applications) and require a compiler to generate the application code from the source. Again developing is often a form of coding and can also be considered such, though developing can also apply to other things that don't involve code.

Patching something can fall into different categories depending on how the patch is done. For example Rick's patcher for the DotP games is a separate library and would be considered along with developing. Though patching of some of the standard Lua functions we are given would be considered within scripting as it would be along the same lines as coding for cards (even if the patch were for a menu function or other area).

Some changes that are made to a game such as modifying images or other graphics would not be covered under scripting, developing, or coding, but still could be covered under modding as we would be altering the resources the game uses. Depending on the modifications being done it could even be considered under graphic design.
Fantastic explanation of it :) This is why I always go with modding, because no matter what it falls under otherwise, modding works for all of it. It doesn't really fit for the deck builder, the tools for the CW, or TFM's generators, but because they're so focused on one game, I don't feel guilty using the term there, too.

I almost always using scripting to explain what I'm doing, but I use coding when talking about a specific card. By that I mean I would answer "What are you doing, now?" with "I'm scripting" or with "I'm coding a card(s)." And for Skyrim, which I also mod, I almost always go with scripting because that's the VAST majority of what I do when modding it.

I must admit, while most of what you said is what I was already thinking, I didn't know about the origin of the term scripting. That makes sense and I'd been curious about it.

Creating stand-alone tools such as thefiremind's Web Generator or my Deck Builder would be more considered developing as we control the source code to those tools and they don't run within the confines of another program. With developing we have considerable control and freedom to make what we want. Generally, stand-alone applications are compiled separately (though not always true for web applications) and require a compiler to generate the application code from the source. Again developing is often a form of coding and can also be considered such, though developing can also apply to other things that don't involve code.
This is why I kept flip-flopping internally with how to refer to the utilities I was making for the CW. It's kind of a system of its own, deserving the 'developing' term. It's kind of just a bunch of scripts, deserving only the 'scripting' term. It's definitely 'coding', but that's kind of a cheat since it's more of a general catch-all. I eventually went with 'scripting' because while 'development' could mostly fit, I never compile anything (or at least, nothing that can't very easily be decompiled, and the script I make isn't even compiled in the program, it's stored as plain-text), and also, to me, developing kind of implies some sort of work other than just coding: UI design, graphic design (for the UI design), database creation/maintenance, something. I decided to just go with scripting.

Re: MTG - GRAPHICS UPDATE M15 - ALTERNATIVE PLANESWALKERS 3D

PostPosted: 19 Nov 2014, 16:12
by NeoAnderson
UPDATE RELEASE 3.1 CHANGELOG :
Replaced all the card frames with High Resolution pictures with 3D Effect.
Fixed issue with Chain Veil and duplication of planeswalker's manager.
Reduced the wad size.
Cropping adjusted of StoneForged Blade and Elf Druid Token.
Changed Wad priority to "99" in this way should override any other mod priority to show the right graphics.
The game's performances should be more fluid without too many lags, so it allows to use more planeswalkers into a single deck