You'll laugh but I got so used to TTG recycling the models for the characters, that I just thought they were two different people. It took me a while to realize that they're the same guy, not just share a model.
You must have been really confused by the Judge and the bartender in Club 41 then...
It's a pity Hardtack's buddy whose name I can't remember didn't appear. They could have had him guarding the entrance to the jungle.
He was in the audience in the courtroom. You could see him for like 2 seconds extreme closeup I think in the bit where everyone is gasping at something.
Nevermind the picture posted on Telltale's blog anouncing ToMI 4's release date...
Some people like to avoid those blog entries before an chapter comes out in order to avoid spoilers That picture in the installer was rather impossible to avoid. I am surprised they chose Stan. Now there is only one episode avatar left and both LeChuck and the Voodoo Lady have so far been unrepresented One of them is going to miss the boat (the smart money is on LeChuck grabbing the final one). But I'm getting off-topic.
It was probably a shader using world coordinates instead of texture coordinates, so the texture stays in the same place while the object moves through it.
Either that or constantly updating the texture coordinates for a static texture map, which would be more complicated to do.
It was probably a shader using world coordinates instead of texture coordinates, so the texture stays in the same place while the object moves through it.
Either that or constantly updating the texture coordinates for a static texture map, which would be more complicated to do.
Now, ya see, this is EXACTLY why I teach Chemistry. So much easier to understand!
Now, ya see, this is EXACTLY why I teach Chemistry. So much easier to understand!
Not for me it isn't
World coordinates: Define a point in the game world as x, y and z, for left-right, up-down and front-back. Like placing the whole world in a static box, it doesn't move.
For every pixel that is drawn of Stan's coat, you can get it's coordinate in the game world.
Now you take the modulo of x, y and z, say modulo 10, now the positions for instance don't go from 0 to 100, but 0 to 9 ten times in a row (just wrapping around to 0 again every time it gets above 9). For the stripes, say if this number is lower than 1 the color should be purple, otherwise it should be light-blue. This will give you the coat's striped pattern.
Now in practice it is slightly more difficult, you don't want Stan turning around through a 3-dimensional grid pattern, it would look wrong. The pattern has to stay aimed exactly at the camera for this to work. It's like using a projector to project this pattern straight at Stan's coat.
Urgh, I don't think this explanation is making things easier to understand, sorry
it's a pretty easy shader. the first part is the regular texture render that will render the blue-ish texture and shadows. The second part is applying the square texture by getting the screenspace (XY aka left and top) postion of the pixel and scaling it by average Z depth compared to the camera. And all you have to do is join these two together.
Or in layman's terms:
- Drawn normal Stan
- Get where Stan is on your screen
- Draw and scale square thingamabobs compared to how far Stan is standing
... ugh.. did I really try to explain a jacket shader?... maybe I should write less shaders from now on...
I love Stan’s jacket, and I was sure Telltale would make it great*:)
I’d prefer to see him a lot more excitingly moving, but his jacket was great enough to say ToMI’s Stan is a great success. ^^
it's a pretty easy shader. the first part is the regular texture render that will render the blue-ish texture and shadows. The second part is applying the square texture by getting the screenspace (XY aka left and top) postion of the pixel and scaling it by average Z depth compared to the camera. And all you have to do is join these two together.
Or in layman's terms:
- Drawn normal Stan
- Get where Stan is on your screen
- Draw and scale square thingamabobs compared to how far Stan is standing
... ugh.. did I really try to explain a jacket shader?... maybe I should write less shaders from now on...
Oh... duh! Screen space, ofcourse, heheh, that would be much easier than using world space. Hmm, although then it would move with the camera position.
EDIT:
I never had chemistry, that's what makes it hard LOL.
EDIT2:
I think I figured it out:
- Use world coordinates.
- Rotate coordinates with Stan's rotation, around his rotation center.
- Make grid pattern.
Oh... duh! Screen space, ofcourse, heheh, that would be much easier than using world space. Hmm, although then it would move with the camera position.
EDIT:
I never had chemistry, that's what makes it hard LOL.
EDIT2:
I think I figured it out:
- Use world coordinates.
- Rotate coordinates with Stan's rotation, around his rotation center.
- Make grid pattern.
That should work.
Screen space wouldn't work, as it would make the squares of the pattern the same size, no matter how big Stan is in the frame.
Coming from 3dsmax, I was assuming that a UVW-dummy was linked to the mesh, always facing the camera. That way, it would move around the scene with Stan (keeping the squares at the correct size) while always projecting from the camera's point of view (keeping the squares a flat projection which doesn't wrap around the mesh).
Please Telltale, post a screenshot of Stan from some other perspective than the one the texture is projected from/to.
I find it amusing that originally the jacket was like that just because it made it so much easier to animate the sprite, but now deliberately trying to replicate the effect is a technical hurdle!
I find it hilarious that in the first two Monkey Island games they did Stan's coat like that because it was far far easier than programing it realistically...
If only they hadn't cut corners in the original games, then life would be much easier for people working on the games down the line
For the record it had nothing to do with "programming". Stan's sprites (images, graphics, animations, what have you) were animated using exactly the same programming as every single other character in the game. This is a bit closer:
I find it amusing that originally the jacket was like that just because it made it so much easier to animate the sprite, but now deliberately trying to replicate the effect is a technical hurdle!
The graphics were actually completely hand-pixelled. That is there wasn't some 3D rendering studio to calculate things like shading, perspective, POV, etc. in designing the graphics. Every single pixel was specifically placed where it was intentionally, and purposefully.
I find it highly unlikely that LA designed Stan's jacket the way they did just to make things easier on themselves though. If that were the case, why wouldn't they just have made the coat a solid color? In SMI and LCR high attention was paid to details. There is some truly beautiful artwork in those games. So to write it off as just them being lazy...to me is an insult.
I feel fairly confident that when they were first designing SMI they thought it would be funny to see the effect of a plaid jacket which defied the laws of fabric-/fashion-physics. And it was. Which is why it was brought back in LCR.
Though it is honestly amusing how much more difficult it is today in the world of 3D to accomplish something that was so simple in the world of pixel art.
I find it highly unlikely that LA designed Stan's jacket the way they did just to make things easier on themselves though. If that were the case, why wouldn't they just have made the coat a solid color? In SMI and LCR high attention was paid to details. There is some truly beautiful artwork in those games. So to write it off as just them being lazy...to me is an insult.
I feel fairly confident that when they were first designing SMI they thought it would be funny to see the effect of a plaid jacket which defied the laws of fabric-/fashion-physics. And it was. Which is why it was brought back in LCR.
I think Ron Gilbert once said in an interview that trying to make the plaid look realistic made it look absolutely awful, so that was why they did it like that...
As for why Stan is in plaid in the first place... no idea. xD
I think Ron Gilbert once said in an interview that trying to make the plaid look realistic made it look absolutely awful, so that was why they did it like that...
As for why Stan is in plaid in the first place... no idea. xD
He was a used ca- er, boat salesman. He was supposed to look horribly tacky.
Screen space wouldn't work, as it would make the squares of the pattern the same size, no matter how big Stan is in the frame.
Coming from 3dsmax, I was assuming that a UVW-dummy was linked to the mesh, always facing the camera. That way, it would move around the scene with Stan (keeping the squares at the correct size) while always projecting from the camera's point of view (keeping the squares a flat projection which doesn't wrap around the mesh).
Please Telltale, post a screenshot of Stan from some other perspective than the one the texture is projected from/to.
I you use the [printscreen] button while playing, you could paste the screen into paint and make your own screenshot.
Comments
trenchfoot!
You must have been really confused by the Judge and the bartender in Club 41 then...
He was in the audience in the courtroom. You could see him for like 2 seconds extreme closeup I think in the bit where everyone is gasping at something.
Some people like to avoid those blog entries before an chapter comes out in order to avoid spoilers That picture in the installer was rather impossible to avoid. I am surprised they chose Stan. Now there is only one episode avatar left and both LeChuck and the Voodoo Lady have so far been unrepresented One of them is going to miss the boat (the smart money is on LeChuck grabbing the final one). But I'm getting off-topic.
That would have been awful.
EDIT: Uh, nevermind. Sorry, SilverWolfPet... *slaps himself with a large mackerel*
Awfully funny for me at least
np: Mr. Scruff - Blackpool Roll (Keep It Unreal (Disc 1))
He was totally in this episode... for one shot!
Either that or constantly updating the texture coordinates for a static texture map, which would be more complicated to do.
Not for me it isn't
World coordinates: Define a point in the game world as x, y and z, for left-right, up-down and front-back. Like placing the whole world in a static box, it doesn't move.
For every pixel that is drawn of Stan's coat, you can get it's coordinate in the game world.
Now you take the modulo of x, y and z, say modulo 10, now the positions for instance don't go from 0 to 100, but 0 to 9 ten times in a row (just wrapping around to 0 again every time it gets above 9). For the stripes, say if this number is lower than 1 the color should be purple, otherwise it should be light-blue. This will give you the coat's striped pattern.
Now in practice it is slightly more difficult, you don't want Stan turning around through a 3-dimensional grid pattern, it would look wrong. The pattern has to stay aimed exactly at the camera for this to work. It's like using a projector to project this pattern straight at Stan's coat.
Urgh, I don't think this explanation is making things easier to understand, sorry
Or in layman's terms:
- Drawn normal Stan
- Get where Stan is on your screen
- Draw and scale square thingamabobs compared to how far Stan is standing
... ugh.. did I really try to explain a jacket shader?... maybe I should write less shaders from now on...
Frankly, I think so too, but you'd have a hard time convincing the average high school student, including me as a Junior ( a LONG time ago! )
I’d prefer to see him a lot more excitingly moving, but his jacket was great enough to say ToMI’s Stan is a great success. ^^
Oh... duh! Screen space, ofcourse, heheh, that would be much easier than using world space. Hmm, although then it would move with the camera position.
EDIT:
I never had chemistry, that's what makes it hard LOL.
EDIT2:
I think I figured it out:
- Use world coordinates.
- Rotate coordinates with Stan's rotation, around his rotation center.
- Make grid pattern.
That should work.
Screen space wouldn't work, as it would make the squares of the pattern the same size, no matter how big Stan is in the frame.
Coming from 3dsmax, I was assuming that a UVW-dummy was linked to the mesh, always facing the camera. That way, it would move around the scene with Stan (keeping the squares at the correct size) while always projecting from the camera's point of view (keeping the squares a flat projection which doesn't wrap around the mesh).
Please Telltale, post a screenshot of Stan from some other perspective than the one the texture is projected from/to.
also i wanna buy some Telltale Stan's Coat ^^ it would be the star of any party in that thing haha
For the record it had nothing to do with "programming". Stan's sprites (images, graphics, animations, what have you) were animated using exactly the same programming as every single other character in the game. This is a bit closer:
The graphics were actually completely hand-pixelled. That is there wasn't some 3D rendering studio to calculate things like shading, perspective, POV, etc. in designing the graphics. Every single pixel was specifically placed where it was intentionally, and purposefully.
I find it highly unlikely that LA designed Stan's jacket the way they did just to make things easier on themselves though. If that were the case, why wouldn't they just have made the coat a solid color? In SMI and LCR high attention was paid to details. There is some truly beautiful artwork in those games. So to write it off as just them being lazy...to me is an insult.
I feel fairly confident that when they were first designing SMI they thought it would be funny to see the effect of a plaid jacket which defied the laws of fabric-/fashion-physics. And it was. Which is why it was brought back in LCR.
Though it is honestly amusing how much more difficult it is today in the world of 3D to accomplish something that was so simple in the world of pixel art.
I think Ron Gilbert once said in an interview that trying to make the plaid look realistic made it look absolutely awful, so that was why they did it like that...
As for why Stan is in plaid in the first place... no idea. xD
He was a used ca- er, boat salesman. He was supposed to look horribly tacky.
He's gone to plaid!
That's ludicrous...
LOL, just epic.
*high five*
Best movie ever!
I you use the [printscreen] button while playing, you could paste the screen into paint and make your own screenshot.