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-   -   Rotating Graphics (https://forums.graalonline.com/forums/showthread.php?t=50437)

Kadar 01-16-2004 04:45 AM

Rotating Graphics
 
How do i rotate graphics perfectly i have a 32x32 image that i want rotated 10 degrees but it comes out all sloppy,
I think i read somewhere you need the exact angle to rotate it at but i dont know what it is..

im trying to make a turret that rotates to the player and i cant get the gfx rotated right i need one for every degree or every 10th degree.

Any help would be apreciated

Geno 01-16-2004 04:49 AM

well it all depends in what program you are using :O
just bust out in like paint shop pro or adobe and i think they have the rotate feature, hell even macromedia fireworks

haunter 01-16-2004 05:01 AM

I suggest redrawing each angle, if you just rotate the same image over and over, it's going to look really crappy...

davidpsy 01-16-2004 12:50 PM

Quote:

Originally posted by haunter
I suggest redrawing each angle, if you just rotate the same image over and over, it's going to look really crappy...
Not always, just take the image and put it in psp7. Rotate it how ever many degrees then use gramma correction and make it really low. Then reduce the colors a little and maybe use the sharpen image effect. Also if you want you can reduce the colors to 2 and work from the rotated outline.

haunter 01-16-2004 11:04 PM

Quote:

Originally posted by davidpsy


Not always, just take the image and put it in psp7. Rotate it how ever many degrees then use gramma correction and make it really low. Then reduce the colors a little and maybe use the sharpen image effect. Also if you want you can reduce the colors to 2 and work from the rotated outline.

Filters won't fix perspective, Donald.

edsddf

Hevaricubed 01-17-2004 01:53 AM

Or you could make 3D models of your gfx in some low polygon editor like MilkShape and then make sure your gfx card is set to no antialiasing for opengl and copy/paste the 3d image at different angles :)

davidpsy 01-17-2004 02:44 AM

Quote:

Originally posted by Hevaricubed
Or you could make 3D models of your gfx in some low polygon editor like MilkShape and then make sure your gfx card is set to no antialiasing for opengl and copy/paste the 3d image at different angles :)

Where would i get this 3D program?!

haunter 01-17-2004 03:14 AM

Quote:

Originally posted by Hevaricubed
Or you could make 3D models of your gfx in some low polygon editor like MilkShape and then make sure your gfx card is set to no antialiasing for opengl and copy/paste the 3d image at different angles :)
I cant imagine that looking good on graal at all...

KyleOdin 01-17-2004 10:00 AM

Part of the problem that most of you are talking about is the graphic programs adding anti-aliasing to the rotated images. All of the higher end programs such as Photoshop, Paint Shop Pro, and Fireworks, rotate with AA always on because they assume that you are rotating pictures and not sprite work.

If you work with more dedicated sprite or pixel programs such as GraphicsGale, Promotion, or ProPixel 2D, you can choose to rotate with AA or without it. I find it handy to use one of those programs for rotating and then bringing the rotated images back into Photoshop.

Hevaricubed 01-17-2004 01:15 PM

He's not the messiah, he's a very naughty boy.

Judge_S 01-17-2004 10:46 PM

Quote:

Originally posted by davidpsy



Where would i get this 3D program?!

The answer to all your problems.

It's amazing what that link can do!

LordZen 01-20-2004 09:34 PM

Yea you have to understand that when you rotate an image it will always be somewhat distorted if rotating at anything besides 90, 180, 270, or 360 (...) degrees. This is because the pixels on your monitor are square.

For larger images, like photos, that isnt usually a big deal, especially with AA on. So for smaller pixelated things, Kadar, the 36-360 seperate views you want of that 32x32 image is an unrealistic request. For something like that, you would probably do better with a larger image being used on a computer screen with a very high resolution..

haunter 01-20-2004 10:19 PM

If the graphic was completely top-down there wouldn't be as much of a problem, but because graal has a slant on the perspective, rotating the image would just look dumb. A fine example being the couch.gif graphics.

GoZelda 01-21-2004 02:27 PM

Quote:

Originally posted by KyleOdin
Part of the problem that most of you are talking about is the graphic programs adding anti-aliasing to the rotated images. All of the higher end programs such as Photoshop, Paint Shop Pro, and Fireworks, rotate with AA always on because they assume that you are rotating pictures and not sprite work.

If you work with more dedicated sprite or pixel programs such as GraphicsGale, Promotion, or ProPixel 2D, you can choose to rotate with AA or without it. I find it handy to use one of those programs for rotating and then bringing the rotated images back into Photoshop.

If you look at all the GK swords, they're anti-aliased obviously because they've been turned.

konidias 02-03-2004 03:48 PM

1 Attachment(s)
I use HyperSnapDX for just about all my image modifying stuff. (not actual drawing or adding text or whatever, but rotating, resizing, cropping, etc)

It has nifty features like rotating by just dragging the tab back and forth, and it rotates while you drag it, so you can slowly rotate it until you get a good angle. Plus it shows the angle you're rotating it at, and you can input the angle yourself via text, like if youw wanted it 45 degrees, you just type 45.0 and boom.

It also has a nifty resize feature where you can resize the image from 1% up to 1100%, and you can choose whether to interpolate (antialias) or turn it off, so it comes out pixelated instead of smoothed out.

Oh, did I forget to mention that the entire program's main function, is to grab snapshots of your screen? It can snapshot windows, fullscreen, regions, video, everything basically. I use it at least 10 times a day probably.

Coincidentally, the snapshot I attached, was taken with HypersnapDX. LOL. :p

konidias 02-03-2004 03:52 PM

Quote:

Originally posted by GoZelda

If you look at all the GK swords, they're anti-aliased obviously because they've been turned.

Actually, no. If you rotated a horizontal sword in photoshop, it would anti-alias it, and the outline of the sword would be like 50 shades of gray. Meaning if you put the sword in the game, it would have a big white outline running around it. (well that is, if you have a white background) Anti-aliasing is only effective for images, not sprites. It's better to just use good angles, or clean lines, like used in isometric stuff.

LordZen 02-03-2004 09:33 PM

Well I do know that some swords have many extra shades of dark gray for the odd-angled sprites on GK.

konidias 02-04-2004 12:57 PM

Quote:

Originally posted by LordZen
Well I do know that some swords have many extra shades of dark gray for the odd-angled sprites on GK.
Yeah. Inside the outline.

R0bin 02-04-2004 05:04 PM

so? someone obviously tidied the outline up by hand.


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