Graphics:Overview: Difference between revisions

From Adonthell
Jump to navigation Jump to search
overview about gfx doc added
 
Updated for v0.4
Line 7: Line 7:
Thus the layout has been designed so that you can quickly find all the information relevant to making the gfx
Thus the layout has been designed so that you can quickly find all the information relevant to making the gfx
you are interested in. Essentially, just read the (sub-)chapters that cover the aspect you are interested in and ignore everything else. The only exception is that all artists must be familiar with the [[Graphics:Conventions|basic conventions]] and if you encounter chapters called "General info on ''somethingorother''" you should read them too before moving on.
you are interested in. Essentially, just read the (sub-)chapters that cover the aspect you are interested in and ignore everything else. The only exception is that all artists must be familiar with the [[Graphics:Conventions|basic conventions]] and if you encounter chapters called "General info on ''somethingorother''" you should read them too before moving on.
You can use any graphics program to do your work but you will need to use Adonthell’s developent utilities to convert your graphics files into something the game can understand. As these are not normally included with the binary releases of Adonthell and frequently get updated we recommend you use the sourcecode from our [http://savannah.nongnu.org/cvs/?group=adonthell CVS] and compile yourself.


Occasionally you will find sections marked ’Adonthell specific’. These cover rules and conventions that only need to be followed if creating an Adonthell game. If you are working on a game that just uses the Adonthell engine you can ignore these. Furthermore you will encounter boxes marked ’Tip’. These contain tips and tricks that our artists have discovered while making gfx for Adonthell. You don’t *need* to read them if you are in a hurry but they are well worth a look.
Occasionally you will find sections marked ’Adonthell specific’. These cover rules and conventions that only need to be followed if creating an Adonthell game. If you are working on a game that just uses the Adonthell engine you can ignore these. Furthermore you will encounter boxes marked ’Tip’. These contain tips and tricks that our artists have discovered while making gfx for Adonthell. You don’t *need* to read them if you are in a hurry but they are well worth a look.

Revision as of 21:26, 26 December 2007

There are several more or less independent types of graphics for games using the Adonthell engine:

  • Window gfx (window borders, buttons, fonts etc ...)
  • In-game gfx (map-gfx, character-gfx, items etc ...)
  • Cut-scene gfx (those fancy animation sequences)

Thus the layout has been designed so that you can quickly find all the information relevant to making the gfx you are interested in. Essentially, just read the (sub-)chapters that cover the aspect you are interested in and ignore everything else. The only exception is that all artists must be familiar with the basic conventions and if you encounter chapters called "General info on somethingorother" you should read them too before moving on.

Occasionally you will find sections marked ’Adonthell specific’. These cover rules and conventions that only need to be followed if creating an Adonthell game. If you are working on a game that just uses the Adonthell engine you can ignore these. Furthermore you will encounter boxes marked ’Tip’. These contain tips and tricks that our artists have discovered while making gfx for Adonthell. You don’t *need* to read them if you are in a hurry but they are well worth a look.