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OpenArena Contributions => Graphics => Topic started by: Sausage on July 31, 2007, 02:27:59 PM



Title: Pixel art
Post by: Sausage on July 31, 2007, 02:27:59 PM
Not exactly the type of graphics you'd want to use in Quake or Open arena, But, do we have any pixel artists about in this community...?
<My collection of Graphics that the Pixeljoint community accepted.  http://pixeljoint.com/p/8823.htm?pg=1&sec=icons (http://pixeljoint.com/p/8823.htm?pg=1&sec=icons)>

If you bother to look, enjoy browsing. :D


Title: Re: Pixel art
Post by: iLeft.bye on July 31, 2007, 02:48:44 PM
 :cool:NICE


Title: Re: Pixel art
Post by: fromhell on July 31, 2007, 08:04:13 PM
I used to pixel stuff in 1994 because there was nothing else to do

I lost my skills :(


Title: Re: Pixel art
Post by: Bank on July 31, 2007, 08:23:38 PM
Your tomato stuff is very pretty.


Title: Re: Pixel art
Post by: w1zrd on August 01, 2007, 01:52:11 AM
And how cool would it be to make a map with this pixel art? Could bring us back to the days of DOOM without a doubt :)


Title: Re: Pixel art
Post by: Sausage on August 01, 2007, 07:16:08 AM
Wow, I'm suprised of the Positive feedback. :D
Well, I think we should make an E1M1 Re-make. Maybe have all new Pixel-Textures.
keeping the colour count down and whatnot. :D

What size do texture have to be for usability in Q3A/OA?


Title: Re: Pixel art
Post by: fromhell on August 01, 2007, 08:55:22 AM
oa usually uses 512x512 and 1024x1024 textures, so yeah that would probably be too much pixel density.



Another project of mine (OQPlus, fork of OpenQuartz (http://openquartz.sourceforge.net) that does not have zombie trees) could probably benefit from pixel pushing though


Title: Re: Pixel art
Post by: Sausage on August 01, 2007, 12:35:25 PM
Well, we could just tile the pixels i make to a 512x512 Square.

Either that, or just re-make some doom maps with Q3A or OA Textures.



Title: Re: Pixel art
Post by: fromhell on August 01, 2007, 09:39:31 PM
or just resize up, no resampling, so we can have pixelness

a '1995' level was thought of many times months ago featuring 256 color palette textures, original OPL2/3 synth'd music and sprites as decorations


Title: Re: Pixel art
Post by: iLeft.bye on August 02, 2007, 12:08:14 AM
(http://img247.imageshack.us/img247/453/foowb1.png)
inkscape's tracer works good. not really :P


Title: Re: Pixel art
Post by: Sausage on August 02, 2007, 01:13:22 AM
LOL - Fork, thats cool :D But you can't read the word 'Food' in the background... :(

@fromhell - So stretch a texture and make it all pixellated? that could work :)
Also, what happened to the 1995 map idea? Im sure i could make the map, you only need to be able to do the basics (Like me...) to make square-box styled maps :P, except, I cant do Sky and whatnot yet. :(


Title: Re: Pixel art
Post by: kit89 on August 02, 2007, 03:07:12 AM
As long as the textures are of the ^2 there resolution shouldn't matter. Heck you could have it at 32x32 and OA should still use them. :)
Then you would just scale it to size in GtkRadiant.


Title: Re: Pixel art
Post by: iLeft.bye on August 02, 2007, 09:20:57 AM
(http://img165.imageshack.us/img165/9858/fooel7.png)
http://scale2x.sourceforge.net/ + inkscape :D


Title: Re: Pixel art
Post by: Sausage on August 02, 2007, 11:20:28 AM
Or just have 64x64 tile-ing like doom does (or stretch to 128x128...)


Title: Re: Pixel art
Post by: fromhell on August 02, 2007, 08:49:43 PM
Also, what happened to the 1995 map idea?

I was waiting for Ajapted / mewse to make a .map exporter from the glBSP (doom node builder for GL ports) sources but nothing came out of that.


Title: Re: Pixel art
Post by: Sausage on August 19, 2007, 05:58:55 AM
Oops, i forgot about this thread.


Also, what happened to the 1995 map idea?

I was waiting for Ajapted / mewse to make a .map exporter from the glBSP (doom node builder for GL ports) sources but nothing came out of that.
That's a shame.