Original FreeOrion Mockup

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Tyreth
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Original FreeOrion Mockup

#1 Post by Tyreth » Wed Mar 23, 2005 9:45 am

I thought some of you artists and other curious people may be interested to see this. I found it in on my harddisk - it's the first mockup of FreeOrion that I can remember. It was made by Burndaddy, who was also the first lead of graphics. This is back when we had the legendary "old forums" which have been lost on a backworld somewhere in the forgotten regions of the universe.

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krum
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Re: Original FreeOrion Mockup

#2 Post by krum » Wed Mar 23, 2005 12:22 pm

Tyreth wrote:This is back when we had the legendary "old forums" which have been lost on a backworld somewhere in the forgotten regions of the universe.
By the way, did I understand that right, that there's no way we can retrieve the discussions there?

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Zanzibar
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#3 Post by Zanzibar » Wed Mar 23, 2005 1:06 pm

That is correct. The old forums have gone to the same place that your missing socks also go to.
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guiguibaah
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Just my 2 cents

#4 Post by guiguibaah » Wed Mar 23, 2005 5:37 pm

I imagine the mockup was a pre-rendered .PNG image, but I must say - I do like the fonts and the star effects on that image :)
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Geoff the Medio
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#5 Post by Geoff the Medio » Wed Mar 23, 2005 5:40 pm

I'm keen on the background gas cloudy stuff... it's much better than the blobbish randomly spaced nebulae we have now.

The starlanes also look better... as do the background stars.

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pd
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#6 Post by pd » Wed Mar 23, 2005 9:43 pm

i agree, that this mockup looks pretty nice.

those lens effects on some stars look nice. we could easily add those by using a second layer (much bigger than the stars itself) on some stars.

i also do like those ultra thin starlanes. maybe we really shouldn't scale them(same with the stars). i know somebody was proposing this already aeones ago. *squintsatgeoff*

to achieve nebulas similar to those in burndaddys mockup, we would need to use bigger ones(current ones are 512x512 i think) and more of them. since they need to overlap to get away from the blob-look. and then we should also use bigger pictures for the bg stars. they are at 256x256 now and we have a ugly patterns this way..

personaly i would suggest using 1024x1024 for the bg stars as well as for the nebulas. but i'm not sure if this will be a memory overkill.

oh yeah, those fonts are also nice.

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Geoff the Medio
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#7 Post by Geoff the Medio » Thu Mar 24, 2005 12:16 am

pd wrote:i also do like those ultra thin starlanes. maybe we really shouldn't scale them(same with the stars). i know somebody was proposing this already aeones ago. *squintsatgeoff*
Actually, I tried it out by removing scaling of stars from the code. It does in fact, as predicted by some, look a bit odd to not scale the stars at all, as when they're all close together, the individual star sprites end up looking a lot bigger than they do when spread all out due to a weird perception optical illusion type thing... and this is bad because it ends up looking like they're bigger when you're zoomed out, rather than zoomed in... (though I suppose it's possible one would get used to this after a while). The starlanes and the fleet icons however definitely, IMO, should not scale.
to achieve nebulas similar to those in burndaddys mockup, we would need to use bigger ones(current ones are 512x512 i think) and more of them. since they need to overlap to get away from the blob-look. and then we should also use bigger pictures for the bg stars. they are at 256x256 now and we have a ugly patterns this way..

personaly i would suggest using 1024x1024 for the bg stars as well as for the nebulas. but i'm not sure if this will be a memory overkill.
I've discussed this before:

viewtopic.php?p=15877#15877

(that post is itself a set of links to other posts...)

To summarize: I think you're overlooking an ovious and potentially better solution, which is to generate these procedurally. Particularly for the background stars, this would be easy, and could be much better, as individual points would have consistent locations between zoom levels. For the nebulas, it would perhaps be a bit more complicated to generate and look good... so maybe a bitmap would still be best, either a photoshopped something, or a NASA telescope image of an actual galaxy as the background...

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Obiwan
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#8 Post by Obiwan » Thu Mar 24, 2005 6:14 am

Since the starmap is whats viewed the most, how about the option to select a map that fits your system requirements. med-res, high-res, or ultra hi res.

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pd
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#9 Post by pd » Thu Mar 24, 2005 9:38 am

geoff, if the coding team is able to create nebulas similar to those procedural, they should go for it. for the bg stars at least this should be pretty easy, right.

one thing speaks against making this procedural though - the ease of changing/modding.
Since the starmap is whats viewed the most, how about the option to select a map that fits your system requirements. med-res, high-res, or ultra hi res.
good idea.

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Ablaze
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#10 Post by Ablaze » Thu Mar 24, 2005 8:52 pm

Most systems should be able to handel at least 1028x1028 for the background. I do more 3d graphics then 2d graphics and few people I know would think twice about using 6 images that size for a skybox now-a-days.
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Mateo1041
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#11 Post by Mateo1041 » Tue May 03, 2005 2:47 am

I really like those star lighting lens effects. Make the stars less circular.

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Dreamer
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#12 Post by Dreamer » Tue May 03, 2005 4:35 am

It would be great if stars are rendered as actual lights (with possible lens flare) rather than as sprites. At least in space-themed games 3D rendering has proven to be infinite superior to 2D sprites. Most of the times it just look amazing. (Several examples out there, Nexus for example). If the star of fleet size become a problem when zoomed you can always do other things, some posibilities:

1.- Move the star along the z coordinate so it gets closer on mouse-over
2.- Make a circle or other selector to surround the star on mouse-over so that the selector has an adequate size.

NICE pick by the way!

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Orderbringer
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A stroll through the gardens...

#13 Post by Orderbringer » Tue May 03, 2005 5:49 pm

Allow me to provide a fuller view of the gardens...

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Something I picked up and stored some time ago. 8)
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drek
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#14 Post by drek » Tue May 03, 2005 7:02 pm

hrm,

That's one my early mockups of the current sidebar.

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Dreamer
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#15 Post by Dreamer » Wed May 04, 2005 12:37 am

As a side comment. It has been proven that a "bottombar" is a much better idea than a sidebar because human eyes are separated horizontally. The human field of view benefits a lot when you leave the sides relatively clear, making the impresion of more amplitude and a cleaner, simpler display (even if it`s not really that way). Just compare the last mockup to the first one posted.

That is in fact the reason why blizzard changed the UI from the style in warcraft2 at the side to the bottom of the screen like in starcraft and warcraft3. It just seems less crowded displaying the same info.

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