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Topic: Do borderfix and dilate do their jobs right?

Hi everyone,
Recently I've been trying to make some graphics, and just went through learning about, compiling, and figuring out how to use tileset_borderfix and dilate as a linux newb... doesn't sound like much, but it's kinda been a process.

Anyway, I noticed that after running the graphics utilities, my "doodad" type graphics have rough edges on them that weren't in the original files. These edges show up in-game and aren't necessarily anywhere near the tile edges.

I was sure something was wrong with my copies of the program files until I looked and saw that these show up in-game with the stock graphics too. For example, look at the white "tee-house" in grass_doodads.png . It's not a perfect circle, as I'm sure the author intended. It's got little jagged bits in places around the edge of the circle, and those jagged bits show up in-game if you look.

So my question is: what gives, and is there a way to make scenery type graphics with large, smooth curves that don't have this issue?

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Re: Do borderfix and dilate do their jobs right?

mm maybe dont use tileset_borderfix for doodads

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Re: Do borderfix and dilate do their jobs right?

The problem is worse without it; graphics look even more jagged because there's nothing done to compensate for the lines/grid/whatever of the .png's that isn't visible in-game. It doesn't matter whether it's a "_doodad" type of image or a "_main".

Is there some other way of compensating for it? I'd be willing to push the pixels manually, but figuring out the right way to do it by pure trial and error doesn't seem like it should be necessary...

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Re: Do borderfix and dilate do their jobs right?

using dilate and not boderfix allways worked for ingame grafics... at least for me... so u do something wrong xD

uptee - a simple web interface for hosting and maintaining teeworlds servers
teerace - a website gathering results of trusted Race-mod servers providing global ranking and statistics
*gV* rox ^^

5 (edited by Deleted User 2010-08-20 14:16:17)

Re: Do borderfix and dilate do their jobs right?

Dependent of tileset_borderfix or not both graphic types are drawn as corrupted output. tileset_borderfix tries only to balance the corruption so that a human eye can't notice it. But this gives no guarantee that the graphic will be balanced enough.

Well, I remember that matricks have sayed a few days ago in the IRC that he have a possible solution or want to try to fix it (I don't remember on it fully anymore). The best solution is if this problem will be finally fixed.

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Re: Do borderfix and dilate do their jobs right?

@ Sushi: You have to use both programs for both types of tiles (main and doodads.).

Adorable wrote:

For example, look at the white "tee-house" in grass_doodads.png . It's not a perfect circle, as I'm sure the author intended. It's got little jagged bits in places around the edge of the circle, and those jagged bits show up in-game if you look.

At first, I'm sure Landil wasn't intended to make an irregular circle, its only the result of using tileset_borderfix.