Suggestion: Color coded anti-aliased masks

Started by subspark, Fri 21/04/2006 11:52:36

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Kweepa

Still waiting for Purity of the Surf II

subspark

#41
After a long ponder I have realised I was wrong to be so overly critical and jugemental of those who cannot see how this technique can be applied to AGS. And for the most part you all are right. It is unproven ground. While it may work inside AfterEffects which is a highly specialised graphics application, the same success may not be possible with AGS. They are afterall two completely different software genres. Compositing Software and Games Engines are graphics engines but different in architecture nonetheless.

I'll see what I can do to create a proper tutorial of how the technique works in after effects. Maybe someone will notice what AGS lacks that the method requires.

This is all purely for the spirit of creating faster ways to go about things and further its about having fun along the way. Any assurance that it's going to work lies in pure speculation at this stage.

Snarky and I have come to common terms. I aplogised for being bitter and he has kindly accepted my apology. I cannot ask more from the comunity than the care and enthusiasm he and many of you show on a daily basis.

Cheers.

Paul W.

Fuzzpilz

Um, read his post again. It doesn't say what you seem to be reading into it.

Ali

#43
Quote from: Pumaman on Mon 08/05/2006 20:44:24
Taking this thread back to basics for a moment, I do agree that allowing 24-bit BMP import for walk-behind masks, with AGS then automatmically assigned a walk-behind colour to each unique colour in the bitmap, is a good idea and should be supported.


I certainly don't want to jump on the naysaying bandwagon, but I'm not sure how assigning a walkbehind colour to each colour in a 24-bit BMP would facilitate your idea of anti-aliasing, subspark.

I could easily be wrong, but if your idea is valid, you haven't explained it with the clarity that Snarky has countered with.

If the majority of posters in this thread are being short-sighted I'm sure we'd rather not be. Please post a diagram that illustrates your method, bearing in mind this message:

Quote from: Snarky on Wed 03/05/2006 16:20:43
Using only a background image layer, a walkbehind mask layer (with soft edges) and an object layer, create a layer with the effect of an object partially hidden behind a soft walkbehind. Then post it here. Your claim would then either be proven or disproven.

Snarky

#44
subspark, when you PMed me with a link to this thread, I thought you'd finally produced a demonstration of your method, so we could judge first-hand whether it works. Instead you're just misreading a comment from CJ and taking it as support for your claims. Frankly, that's a bit insulting.

You keep saying that we should be open to new ideas or that we don't understand your proposal. In fact, it's not a new idea. It has been suggested at least twice before. And I was all for it the first time I heard about it, until someone explained why it wouldn't work. We're not naysayers out of conservatism or fear of new ideas, but because you've failed to provide a convincing justification that you have a working method. If you could convince us of that, I'm sure you'd have the wholehearted support of everybody in this thread.

The ball is in your court. If what you've said is true, it should be trivial for you to answer the challenge that Ali just quoted. As long as you don't, I'll take that as evidence that you're wrong.

Edit: As subspark said, we've resolved any hostility, and agreed to disagree for the time being. I look forward to seeing his ideas demonstrated in a form where we can evaluate them.

strazer

Quote from: Pumaman on Mon 08/05/2006 20:44:24I do agree that allowing 24-bit BMP import for walk-behind masks, with AGS then automatmically assigned a walk-behind colour to each unique colour in the bitmap, is a good idea and should be supported.

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