This is why you need to work on the original.
Being a both 2D and 3D artist myself, I'd say that it's situation dependant on whether something is less work making it in 3D.Simply put, 3d is superior technology and that's why most new games use a 3d engine. You can do more with it, it's far more efficient and requires less work. With good artists and stuff, it also looks great.
If there is "no reason", why hasn't it been done yet, despite repeated efforts?But there is no reason why you couldn't make one that is very similar aesthetically to the original 2d UO client.
But as you can see, the end result is dependent on the quality of the original image. The original flower pot aint that great, but imo if you were to scale Saph's image up without the background, it would look really nice.
Interesting how even a presumably white background ends up with a light green haze you have to auto-level. I'll tell ya what, I'm excited to use this program to make my sprites 2x larger, at least ...very glad you mentioned it (and pointed me in the right direction to use it)This is why you need to work on the original.
If you add the new art into the CC and you increase the size of the client window, it stops being the CC. There would be CC holdouts complaining about the hit in performance. To be honest, they don't even have the resources to do such a thing.Would the polished art work in the current 2D client? or would the client window resolution need increasing as a result?
We're going to get the new art in chunks. That was announced during the Commons chat.It'd be nice if Mythic were to pay people to update/polish art assets in small chunks, or sponsor a community art project of some sort.
The UO art extractor program creates 24 bit BMPs.I noticed when I used 16 I couldn't open files, 256 ended up with wrong colors, only 24-bit seemed to work right. Were you working with 24-bit? As I recall, aren't UO graphics restricted to 256?
Ah okay thanks I guess that's why it can't work with 16...which is a shame for simple spritesThe UO art extractor program creates 24 bit BMPs.
Looking at your polished rendering actually caused my nerdy heart to ache. I would really like to see that in UO. It sounds like we may get something along that vein, according to Calvin's latest Producer's update. I'm impressed by the enhanced client, and it's finally become my preferred client. But I'm seriously enamored of the images you've composed, Saphireena. Oh, what might have been. It's neat to think about.Since this thread has come alive again, I thought I'd just show a project I've been working on over the years to double the size of the client. So far we've just seen bits and pieces, but what would a full screen client look like?
Here is what I started off with: A screenshot in original size: (if you see a magnifying glass when taking the mouse over the image, please click it!).
http://www.andrea.net/uo/general/art/gfx/grecian_isle_original.jpg
Here is the same image doubled in size, as is:
http://www.andrea.net/uo/general/art/gfx/grecian_isle_zoomed.jpg
And here's the polished version (still under construction):
http://www.andrea.net/uo/general/art/gfx/grecian_isle_under_construction.jpg
Things to take into consideration:
- The size is huge, leaving little black area, but remember that the screenshot was taken with the largest resolution chosen when the client was open, so by choosing a smaller resolution in the game client, so to see more black, it's just a matter of choosing a smaller resolution in game options.
- Remember that when UO first came out, the client probably filled a lot of the screen - we've just become accustomed to seeing more and more black area as the years have gone by and our resolutions have become bigger and the game has shrunk.
- Zooming in and out could work so that when zoomed in, it uses this set of graphics, when zoomed out, it uses the current legacy graphics.
- Alot of the things in this shot have not been even touched yet (such as the gumps) and many things are unfinished (sand, plants etc)
- And most importantly: Doing the work for just this one screenshot has been a HUGE amount of work. To make a client look like this would be a massive undertaking. It would require a large team of artists or outsourcing to get this done.
It's really impossible to do one without the other though... sure, technically the artwork was designed to zoom. It was also designed to look bad. A half-right does not make a full right......
That was the mistake of using the 2d artwork in the EC instead of refining the KR artwork meant for the client (let's not argue about the style of the artwork, let's look at the technicalities here) .
Well, here's the other side of that coin that I think a bunch of people are forgetting. Mythic had to reduce the resolution of the graphics anyway. Remember, they haven't yet figured out how to implement the graphics for the game in a manner that doesn't cause the game engine to choke down to a crawl and cause the users of high-end systems to wonder what the heck their computer is crawling for.Let me explain a little:
UO's Legacy (2d) atwork has a native resolution (much like LCD monitors now). It was designed around a 640x480 resolution and not meant for zooming or scaling. Because of this, any attempts to zoom the artwork causes it to pixelate and distort.
KR/EC/Gamebryo, for whatever reason, has a default zoom setting (the setting you log in with initially and when you press *) that is closer in than the Legacy native resolution, thus the first image people see is of distorted graphics.
My number two gripe with the EC is that they are trying to WoWify a game that doesn't need to be WoWed, and aren't even doing a decent job of providing in-client help to walk people through some of the client's more "enhanced" features.It's the number one gripe that I have had about the EC from day one.
The thing that I think we're overlooking here is that the program suggested could be used to give a very decent base model to work from that a 2D artist could then go in and refine.
Which do you prefer?
Um, This!The thing that I think we're overlooking here is that the program suggested could be used to give a very decent base model to work from that a 2D artist could then go in and refine.
If the program can handle a majority of the work and then someone went through and made an additional pass over it to clean it up, it achieves two things:
1) The artwork remains faithful to the original style and dimensions...
2) It saves the artist having to do a lot of the initial work him/herself.
The suggested program could be part of a solution.
As to why this hasn't been done, well, hey, one could very easily ask "How the bloody hell did the graphics for KR ever get 'approved,'" but like all other questions relating to UO graphics, there tends to be a lack of culpability, and a lack of vision.
Honestly I think it was hasty myself as well. The only art that I had a real problem with in KR was the item art, as much of it was really really really awful. They should have just given them another pass, and fire whoever keeps making circular things 100% full on perspective rather than the 85% that regular UO uses.Nice screenshots! How I miss UOKR!
Now what is so bad about those graphics that they had to go and pull the plug on them?
The thing that I think we're overlooking here is that the program suggested could be used to give a very decent base model to work from that a 2D artist could then go in and refine.
Which do you prefer?
If the program can handle a majority of the work and then someone went through and made an additional pass over it to clean it up, it achieves two things:
1) The artwork remains faithful to the original style and dimensions...
2) It saves the artist having to do a lot of the initial work him/herself.
The suggested program could be part of a solution.
As to why this hasn't been done, well, hey, one could very easily ask "How the bloody hell did the graphics for KR ever get 'approved,'" but like all other questions relating to UO graphics, there tends to be a lack of culpability, and a lack of vision.
Oh, I agree, the program doesn't do a bad job. I also agree that having it blown up leaves room for improvement on the original model. There is shading that could be fine-tuned and whatever else.
As you can see the program does a decent job on most original images. The better the original image looks, the better the scaled up version looks. When the original image is not great, as with the tree in the pot, when it is scaled up, it is going to look even worse.
I would love to see this as well...or at least a new client that looked better than the current terrible blurry offering. But I guess they don't have anyone capable of such an achievement. I really can't believe after all these years that this game still looks so terrible.I also would like to know why they don't make the play window bigger I remember reading that the game objects wouldn't get bigger but we could see a little more of the game world by a few tiles in at least one direction. I feel that would be a huge improvement it would be nice if we could zoom in and out as well
looks it moved to Depixelizing Pixel ArtThat link seems to not work.Maybe they use this algorithm ?
Depixelizing Pixel Art
It hasn't outlived us... mostly, some of us are waiting to see what the "graphical improvements" are that are coming down the line.Funny thing how this thread has out lived alot of the old regulars that used to post here.
Yea, I don't think that algorithm would help. It doesn't add detail, just allows you to up-res what's there. The results would not be desirable.
Haha! Yea, the UI stuff was some of the last things to get in, which sadly was when there was a big push to get that project done. I don't think any of us were happy with how the UI elements turned out.The Paperdolls in KR were terrible..... not only were they insanely large but they were bat **** ugly... The females looked like dudes on hormone therapy or something.... and the males looked like wimps 50 year old wimps with dunlap disease... I couldn't stand that.
Not that the EC paperdolls are much better... now the females look like cheap ****'s who take steroids... they have some sort of a manly appeal to them... and the males still look like 50 year old wimps. They don't have the muscular build that the 2d client has.
I wish the "few exceptions" would have been ironed out and worked on instead of throwing everything out, then the option for art style should have been retained with the default swapped to the Classic art with the option to use KR artwork/higher resolution.Yea, I don't think that algorithm would help. It doesn't add detail, just allows you to up-res what's there. The results would not be desirable.
EDIT:
Yea, I was the character lead for UOKR, and I think that, for the most part, UOKR was heads above the Legacy artwork, there were a few exceptions, but those are to be expected when you are on the deadline that we were on.
I believe the first problem with the model resolution was the decision to go to the "hybrid" method that brought back the stop-motion/motion capture animation style of 2d. Even it it's put onto a polygon, it's a LOT more intensive than simply using 3d models would have been and 3d cards and technology have reached the level now that the models could have remained polygon/mesh style ingame but retained the detail. Beyond that, the ability to set the resolution level would have been nice. I ran KR with a GeForce 7950GToc card and it ran like a champ even in events that were "designed for the 2d client". I've since upgraded further.The reason we had to knock down the resolution of the animations was that it was causing a lot of instability issues. When we lowered the resolution, quite a few of those stability problems went away. What would have been smarter was to lower the resolution as an option, this way we wouldn't have taken steps backward in quality. But we were in a real tight spot to resolve these problems quickly, and when your firefighting, you miss things.
It's one of the many things I was making slow progress towards, but it's a ridiculous amount of work not to mention keeping up with the demands of our publishes.
-Grimm
(Sent from my iPad using Tapatalk HD)
I remember when noone really liked the KR UI... but as it always seems to be the case, the EC base UI theme made me wish we had the KR default theme back. Bright Orange doesn't make for that good of a UI theme IMO, which is why I started doing the UI modding on the graphics/XML end.the UI stuff was some of the last things to get in, which sadly was when there was a big push to get that project done. I don't think any of us were happy with how the UI elements turned out.
Except that you had... what, 5 years to correct? And never did.Haha! Yea, the UI stuff was some of the last things to get in, which sadly was when there was a big push to get that project done. I don't think any of us were happy with how the UI elements turned out.
Well, you have to keep in mind that after we updated the female paper doll art was just before they moved development to Mythic. At that point the entire art team was laid off and the the replacement team was a fraction of the size it had been at EA. As for gaps in time that art wasn't being released, the only time art wasn't being released was when we were working on the art to release it. I can testify that at no point since development resumed at Mythic was there no artwork being produced. In regards to having 5 years to correct it, that assuming that resources were available to accomplish that task in addition to the other tasks that were assigned to us - which we simply didn't have. I understand and share your frustration about the paper dolls, just from a different point of view.Except that you had... what, 5 years to correct? And never did.
Please do not get me started on the KR paperdolls.
There were huge gaps in time that zero artwork was coming out in the past 5 years that I have no doubt time could have been allocated to resolve these issues.
Oh no, I appreciate what you're saying. Getting in and fixing things is a simple matter of making time to do it, unfortunately, it's really hard to make the time when you've got the next batch of deliverables staring you down for the next publish when you haven't even finished the ones for the current one! I'm not trying to make excuses, it's definitely something that needs to happen, but getting the time is tough, really tough. You might recall me mentioning in... January or February that the art schedule was booked through September? That's literally the truth! I had scheduled for Exodus (as well as my last two gifts 2 UO, which you haven't see yet) back in Jan or Feb, and wasn't uncommon for me to be be overbooked by over 150% each publish, looking at the next publish or two down the road - each of which already booked solid and trying to fit more work in!Don't get me wrong Grimm there were some REALLY awesome things in KR.... and then there was the Hiryu..... and the leathery dragon instead of my lovely scaled dragon... Some of that stuff though was awesome...
I think though one thing that was majorly wrong was that there is no "official" area for folk to get a UI and so many folk don't trust downloads... which made the KR thing pretty difficult for folk to really get into. I mean unless you have some really good computer knowledge yourself to make your own UI which lets face it a vast majority of players do NOT so the UI leaving so much to us isn't really something most of us were going to tackle.
I just wish they would get back to fixing the graphics. Much of it is still in dire need of being fixed. There are still tiles that can't be seen in the EC. When last I was at an event with the Giant Horde minions I was told that issue was fixed but I couldn't see them. I saw screenshots of them but I couldn't see them at all in the EC. There are dozens and dozens of clipping issues as well as those god awful burlap bags that pass as robes for Gargoyles on the gargoyle paperdoll still... I certainly wish something would get done about THAT! It's like here's the new Gargoyle isn't it awesome! WTF is it wearing????? That don't look ANYTHING like what you see in-game...
It's not an MMORPG engine though. If they were going to completely switch engines, they might as well go with something that is proven for actual MMORPG, and not a quest game focused on groups of 4 players.I'm really hoping that if Ultima Forever is a success that they might be able to port the engine to UO. I just hope that if they do this that they don't make it cartoony like Ultima Forever seems to be.
You mean Pinco's been working on the EC. Nobody on the EA/UO payroll has done much if anything to improve the client.Think about it. They've been working on the EC for 3 years now and it's still not out of beta. A new engine would mean another 3+ years of beta.
You mean Pinco's been working on the EC. Nobody on the EA/UO payroll has done much if anything to improve the client.
I recently upgraded to 64-Bit Windows on my system and installed the EC Client from scratch. The stock EC client is seriously lacking: I mean it's bad...real bad.
Having to reinstall the EC Client on my system made it transparent just how bad the default EC Client is. I'd forgotten just how much work Pinco did to improve it. Why is it not the default client because it sure would look better to any NEW person trying EC or UO for the first time.
That was another interesting sidenote on the download. The EC had the BETA tag.
3 Years and it's still in BETA? Good greif.
What does that say about the state of Ultima Online? (Wait...Don't answer that)
Another reminder how this game is completely ignored and whatever limited resources the Team has is squandered in the wrong places.
Screw story Arc and Live events. I don't give a rats ass about either.
All resources at the disposal of the UO Team, however small, should be geared toward optimizing the EC and getting some high resolution art into the game.
Since this may affect future art decisions, my 2 cents. Imho the algorithm hands down is better than 99% of what we have seen in the KR client and the EC.
The polished version looks truly fantastic. I would start playing UO again if such a change could be make to the CC.Since this thread has come alive again, I thought I'd just show a project I've been working on over the years to double the size of the client. So far we've just seen bits and pieces, but what would a full screen client look like?
Here is what I started off with: A screenshot in original size: (if you see a magnifying glass when taking the mouse over the image, please click it!).
http://www.andrea.net/uo/general/art/gfx/grecian_isle_original.jpg
Here is the same image doubled in size, as is:
http://www.andrea.net/uo/general/art/gfx/grecian_isle_zoomed.jpg
And here's the polished version (still under construction):
http://www.andrea.net/uo/general/art/gfx/grecian_isle_under_construction.jpg
Things to take into consideration:
- The size is huge, leaving little black area, but remember that the screenshot was taken with the largest resolution chosen when the client was open, so by choosing a smaller resolution in the game client, so to see more black, it's just a matter of choosing a smaller resolution in game options.
- Remember that when UO first came out, the client probably filled a lot of the screen - we've just become accustomed to seeing more and more black area as the years have gone by and our resolutions have become bigger and the game has shrunk.
- Zooming in and out could work so that when zoomed in, it uses this set of graphics, when zoomed out, it uses the current legacy graphics.
- Alot of the things in this shot have not been even touched yet (such as the gumps) and many things are unfinished (sand, plants etc)
- And most importantly: Doing the work for just this one screenshot has been a HUGE amount of work. To make a client look like this would be a massive undertaking. It would require a large team of artists or outsourcing to get this done.
Gee maybe they should have been looking into hiring more people instead of letting quality people go...Oh no, I appreciate what you're saying. Getting in and fixing things is a simple matter of making time to do it, unfortunately, it's really hard to make the time when you've got the next batch of deliverables staring you down for the next publish when you haven't even finished the ones for the current one! I'm not trying to make excuses, it's definitely something that needs to happen, but getting the time is tough, really tough. You might recall me mentioning in... January or February that the art schedule was booked through September? That's literally the truth! I had scheduled for Exodus (as well as my last two gifts 2 UO, which you haven't see yet) back in Jan or Feb, and wasn't uncommon for me to be be overbooked by over 150% each publish, looking at the next publish or two down the road - each of which already booked solid and trying to fit more work in!
But who knows?
-Grimm
(Sent from my iPad using Tapatalk HD)