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1
Completed Matches / [VU]GangstaRas vs [SD]MixeR.
« on: September 12, 2020, 06:17:13 pm »
Well I'm available at the moment until around another 5 hours or so (0 GMT). If not today, can definitely do it tomorrow starting from as early as 13 GMT. Hit me up on Discord when you can

My Discord: GangstaRas#4180

2
Guides / [GUIDE] Making 3D Models
« on: August 02, 2020, 06:14:52 pm »
Oh we all knew this was coming  8). Long overdue but I'm back on track for a bit. Got a bit of motivation after voicing my input on ideas to save VC:MP. This is me actively supporting my own points :D

Previously I wrote on making digital artworks. I've been seeing some impressive work nowadays thereafter, I don't know if it was because of that guide or something else but I like the direction VC:MP is going, so let me put out some more info for our aspiring creators.

This is going to be all I currently know of 3D modeling that can be translated back in-game. That comprises of:
  • Modeling/Sculpting
  • Texturing
  • Mapping
  • Scripting  :o ???
  • Rigging/Animation (coming soon)

All that I'm about to say was done from the perspective of Blender, a 3D modeling program. But what I'm saying can also be translated to any 3D modeling software you choose to use. These are basic principles in the field. So with that said let's begin.



WHAT IS 3D MODELING



Recall from the artwork post that I said vector images are images made via mathematical calculations of shapes. 3D modeling is taking the concept of a vector images one step further essentially. 3D modeling is the mathematical calculations of shape and form to create an object/object surface presented to you in 3D space. Because they're related in that fashion, it's possible to import vector images into most reputable 3D modeling softwares (but only the purest vector image formats).
For example you might have trouble importing PDFs (since they are more than just a format that captures vector images) over SVG (specifically made to be a vector graphics format image and that only) but I digress, this is the basis of a 3D object.

There are plenty of formats, some standard, most proprietary, that are used to represent 3D objects. Whatever is used, they all follow the basic concept of storing and array of information of three major parts to any object:

  • Vertices
  • Edges
  • Faces / Polygons



Vertices


Vertices are those points you see on the model. It means just as it does in Math, it is a point where two or more lines, edges or curves meet. The first picture shown are vertices represented on a 3D object, but by definition, they are not limited to 3D objects. Vertices can also be used to make up curves and lines within 3D modeling software. This is an example curve using vertices:


Example of a Bezier curve. These work by adjusting the curve along tangents generated by the vertex as the tangent point. The lines extending from the vertex are tangent lines that you can use to rotate and adjust the shape of the curved line, similar to using Paths in image editing softwares.

Note, vertices don't have to be connected to each other (through lines), and even when you think they are, there are instances where they are not properly joined to the model. We call these loose vertices. an example of this is shown below.


A properly connected vertex to the model would have a deforming effect to the right column it's adjacent to when adjusted. As shown, only the lower vertex that was eventually selected gave that effect.

But in speaking about lines, let us segue into the proper terminology in 3D software, edges.



Edges



Another lesson from Math class, an edge is a line segment that serves as a boundary between two or more vertices that are connected in some way. You can't have an edge without connected vertices. Like vertices, edges can be "loose" from the 3D model itself. Example below:


Example of loose edges.




Faces / Polygons


Now, faces (or polygons) are flat surfaces to a solid object created when vertices are connected and bounded into a shape. This is what makes your object even exist, be visible and give it tangible form once rendered. Without faces, nothing will be shown. The vertices and edges are therefore scaffolding for the faces.

An individual face can be of any shape, but it is recommended that you try to keep the faces as either triangles or quadrangles (rectangles or squares). The reason for this is because when you go beyond four sides to a face, you produce what are known as Ngons which creates numerous glitches to the surface of the model upon final export/render.

Basically, whatever you make in a 3D software, it always converts all the faces of the model to the most basic level which is a triangle. This is the most efficient way to compute models and is a staple in the industry. However, triangles are not user-friendly, it is hard to visualize the form of a 3D model when working with triangle faces. Look at this example below, can you pick up anything on the left? What about the right?



The compromise is that we work in quadrangles first then upon export or render, the 3D software automatically converts the quadrangles into triangular faces. This conversion is done in a predictable manner. There are only two ways you can split a quadrangle into two triangles:



This way, or the horizontal flip of this way, where the gradient of the orange is rising. This is predictable.

However with Ngons, the image can be split into many different combinations, making it far more unpredictable what the end result will be and if it will be free of artifacting. Ngons also don't translate well for texturing but we will see more on that later. For now, appreciate this example:


This is a vector image of a letter whose faces have been triangulated. The triangle faces of the left done in this way will create stretched textures in the model that will give an unpleasant presentation for the model. A modifier is applied to restruct the faces into quadrangles that are optimized, eliminating most if not all instances of stretched and warped textures in the model.



MODELING / SCULPTING



So, now you know about vertices, edges and faces with even little precautions and noteworthy advice in each to boot. We now move onto the process of modeling / sculpting. We've already defined modeling, you're creating a solid object through mathematical calculations of connected polygons made up of vertices, edges and faces. What is sculpting then? Exactly how you envision it in the real world, just in software. Sculpting is the process by which you model an object through applied forces upon the surface of the 3D model that carve, protrude, compress, chamfer, deform and contort the model.

In Blender, there is an Edit Mode (for modeling purposes), and then there is a Sculpting Mode (for sculpting purposes). Whilst in Sculpting Node, you're applying forces to the surface of the model to deform its overall 3D form and shape. In Edit Mode, you're directly editing vertices, edges and faces, whether through scaling, rotation or transformation (movement).



Scaling

Scaling is the act of enlarging or shrinking a selected scalable item. Not everything about a model is scalable, for example, vertices, you can't make the vertex point itself bigger. It's a marked point of convergence. On the other hand, you can scale edges and faces to thus scale the model to your liking.


Example of a face being scaled along it's local Y axis. More on axes later.



Rotating



Rotating is act of turning a rotatable item in 3D space along a pivot point.

Now technically in 3D, there are three pivot points joined together into one grouping that we all axes (plural), axis (singular). It affects all three types of editing in Edit Mode, i.e. scaling, rotation, and transformation, but I think rotation and transformation illustrates this better than scaling does hence its mention at this point.



The blue, green and red lines represent the three different pivot points, with their intersecting centre point being what is known as the origin point, the reference local point from which every edit done on the model is calculated from. Note that the reference point of a model can be anywhere you wish to set it, doesn't have to be right at the centre of a model. For example:

This image below shows rotation close to centre of the model.



This image below shows rotation away from centre of the model.






Let's go back to this image for a sec



Depending on the application, the axis can switch up in terms of what they're called, but in general, the red axis is called the X axis, the green axis is called the Y axis, and the blue axis is called the Z axis. More important than knowing what they're called, understand the type of effect they cause when you rotate.

There are three basic types of rotation in 3D space (and ignore the Polish present in this pic):
  • Pitch (Tilt) ------------- the object rotates to look up into the sky / down to earth in 3D space
  • Roll (Bank) ------------ the object's forward vision rolls as you rotate in 3D space
  • Yaw (Pan or Turn) ---- the object is turning clockwise/anti-clockwise in 3D space

The combination of the three axes accomplishes these three rotation actions.



Transformation (Movement)



Transformation is displacement of a movable item in 3D space. Transformation can happen in relation to the object's origin point (when moving the entirety of the model), or individual elements (vertices, edges or faces).

Now, just as how rotation illustrated the introduction of axis, I'll be using transformation to illustrate the difference between local axis and global axis.

In Blender, the Y axis is represented by the green line. Recall this picture in scaling:



Notice that there's a green line that runs on the floor of the 3D space, and whilst scaling the face, there was a green line that appeared on the face being edited (sidenote, the dot you see present in the face is its centre point)

What's happening there is that the user is locking scaling of the face on a local axis of the object. The local axes is the axes of an object based on its origin point. The object has been rotated beforehand, this breaks its coordination with the global axes. If you then tried to lock to the Y axis and scale the face as per usual, it would disfigure your model because the orientation of the global Y axis has not changed and cannot change.

Here's an example of global axis vs local axis when it comes to transformation:



As shown, switching between the local and global axes changes the transform movements possible when you lock your movements to a particular axis.



Sculpting



This is an example of sculpting in action. It gives a more organic way of modeling an object. Different options can be chosen to organically model the structure and form of the object. It's just like using brushes for digital artwork and complements well the use of a digital pen & touchscreen/surface interface for full handmade control.



TEXTURING



Texturing is the process of applying an image to a 3D object. How do you apply a 2D image to a 3D object? You have to understand the concept of wrapping for this.

When you're wrapping say a book or a birthday gift box, you have an extra large sheet of material that you fold in and onto the cover of the book in such a way that conforms with the dimensions of said book or box. Once you get the desired wrap, you cut the extra material and glue everything together and voila, a successfully wrapped object right? It is the very same concept when it comes to texturing.



Moving from left to right, you see this concept unfold (no pun intended). The texture on the box is merely a "printed" 2D image cut and folded in such a way that it wraps around the entirety of the box. Now in the digital space, you don't actually cut anything, but you do tell your 3D software where to slice through "the wrapping" through establishing seams.

Seams tell the 3D modeling software where to "cut" the image to so as to layout the unwrapped image.


Example of marking seams along edges of the model.

Since the unwrapped image is based on the layout of the faces present for a model, the unwrapped image is referred to as the mapping. This mapping is then viewed in an Image Viewer built-in, where the X and Y axis turn into U and V respectively (don't know why, that's just the conventional naming). This is where the term UV Mapping comes from.


Example of the UV Editor Window along with a UV mapping of an object

Now here's where a lot of you go wrong when modeling. Unwrapping a UV is a matter of perspective, there's no real right way to do it, you just need to make sure that the resulting seam(s) are hidden as best as possible. That can come down to seam placement and/or the quality of the texture image you're overlaying onto the object i.e. ensure it's a well tiled image (spoke on it in the previous guide of making digital artwork).

Also of note, to apply a texture, you must also have a material on your 3D object. What is a material? A material is basically the assigned layer on top of a 3D object that determines how it is perceived when rendered; a material is a platform skin that's necessary for both exporting a model and texturing. Not a lot of focus is to it because this is where 3D softwares and even games diverge completely. Everyone has their own way of managing materials, however, they all agree that one should exist on a model so make sure to apply one before you texture.

With that said, when you're texturing, you need to ensure that your UV map is optimized. What do I mean by optimized? Blender has a feature where you can generate a UV Grid as an temporary texture image to visually analyze imperfections in your mapping. It's the same texture used on the box earlier illustrating the wrapping of an image to a 3D object.


Example of the generated grid in Blender

What this shows you are warped wrappings. Ideally, when you map this image onto your model, all the squares should be of the same size when looking around the entirety of your model. That is the signal that your UV map is excellent. So before you apply your real texture that you want to use, you must do this UV optimization step.

Recall the picture up top with the letter E made into a model?



The problem with the triangle faces were that it completely fucks up the UV mapping possible in its current state, which is why the E on the right, all that conversion into quadrangle faces was necessary to produce a much better UV mapping in the end. You don't just model and call it a day, your model's faces and the UV mapping of those faces have to be well optimized for texturing.

This is an example of bad practice:



What's happening here is that you have unwrapped your model then made structural changes, in this case, scaling, after everything has been UV unwrapped. In general, texturing and UV unwrapping is the very last thing you do for your model. To fix something like this, you would have to now edit your UV to match the rescaling done (since it doesn't scale with the changes made to the model automatically) or you'd have to regenerate a new UV map after changes have been made (avoid this when working with objects that you didn't make and have already been UV unwrapped)



Here's another example. It's the same theme as the previous, editing the structure of the model after UV unwrapping has already been done. This type of problem happens when a new face that was not present initially was created, the specific action done here is called extrusion.



Here, the proportions of the length of the edge in the UV map versus what it actually is on the object's geometry is off, leading to warped textures being generated on the affected faces of the model.

Here's an example of fixing faces (there was an Ngon face in the model) in order to fix the UV mapping:



Once all is optimized with the UV grid, you can then replace the image with the desired texture image you wish to use.

Lastly, just as how you could technically paste a cut out of a particular wrapping onto a particular section of an object, the same can be done with texturing 3D models. This process is known as assigning textures. By selecting specific faces, you may assign a specific image you would like mapped onto that face. Your images then become your library of textures to select from, waiting to be assigned to whichever face of the object you desire. This saves on making a giant texture to use as a wrapping to suit a complex object.



A skin for Tommy Vercetti. All of his body's faces has been mapped onto this one image in this specific layout by Rockstar. Trees on the other hand are made up of multiple tiled textures assigned to specific faces along the object.



MAPPING





There's a misconception here that I need to clear up. Mapping in this case is the colloquial term for the placement of objects in the 3D world. This is done in Object Mode of Blender, where you can determine the placement, size and orientation of objects in the scene. But these controls sound like Edit Mode, so what's the difference?

Edit Mode is where you edit the structural makeup of the object, the mesh. If you move an object far and away in the scene, its origin point does not move with it in Edit Mode. What you have effectively done there is change the origin point of the model. The same applies to rotation and sizing. To properly increase the sizing of an object, it must be done in Edit Mode, where the mesh is being edited.

Object Mode on the other hand, where you move or place an object around in the scene, the origin point moves with the object. The origin point is what defines where that object is in 3D space. When you place a specific coordinate on objects in your servers, it is really moving this origin point that is attached to the mesh model itself. Object Mode sets the scene and the scene ONLY. So for sizing for instance, in Object Mode, you're making an object bigger for the scene, you're not editing the size of the object itself. As Blender specifically also has a Video Editor built-in, these controls are possible so as to easily make a scene which you can capture, animate and record using a camera object.


An example of the Properties Editor for an object in scene. Stated is the location, rotation and scale of the object. These are the values extracted from a 3D software to be placed into XML documentation for VC:MP. To know if you have resized an object in Object Mode vs Edit Mode, for Scale, each axis must read 1.0 for correct mesh resizing. If its anything but 1.0, resizing was done in Object Mode and will need to first be reset before considering editing the model.

Different 3D softwares establish Object Mode vs Edit Mode better than others. Example, 3ds Max predominantly runs in Edit Mode first and throws that at you immediately, not so in Blender. Blender works in Object Mode by default firstly as Object Mode is also where you add more objects into the scene by creating them.



SCRIPTING




This might surprize some of you, but yes, scripting is also present in 3D modeling software. Some use proprietary scripting languages, or a combination of prioprietary and non-proprietary (3ds Max), others just use a non-proprietary language (Blender).

Python is the language of choice in Blender and the latest editions of 3ds Max. For those of you scripters that aren't use to the language but are used to C++, Java etc. it's going to be a headache as it really doesn't follow much of the keywords you're used to. The keywords are made in a fashion that someone with zero coding experience can pick up and code. Pass that hurdle and Python becomes very easy to use and easy to write.

Scripting in Blender, and any other program for that matter is used to control and automate actions of the 3D modeling software itself. It is also the basis as to how add-ons (which are also Python script files for Blender) are made. Specifically of Blender, there's a Python console for live input of code to run (akin to /exec in-game in Squirrel essentially), a Info Editor that logs executed operators, warnings and error messages and a Text Editor to write a full-fledged script you can run.


Example of Text Editor in Blender


Example of the Python Console in Blender


Example of the Info Editor in Blender



ANIMATION

To be added once I actually get used to it  ;D

3
Fighter Registrations / Application - [VU]GangstaRas
« on: July 12, 2020, 12:31:54 pm »
Nickname: [VU]GangstaRas
Average Ping in any European server: 140s
Location: Jamaica
Timezone (GMT +/-): -5

4
Guides / [GUIDE] Making Digital Artwork
« on: February 27, 2020, 06:39:20 pm »
Me and the boys have been discussing that I should have done this guide years ago. Well, I got some time to pass on some knowledge, so that's what I'm gonna do. It's also in my best interest, I'd like to retire in peace where art is concerned, so might as well write something that can stick for those willing to pick it up ;D

Disclaimer: If VU forums has a character limit to forum posts, this one is gonna break it. This post will be excessively long, but by the end of it all, I hope to bring you guys up to a level where you can make your own art for your own needs your own time if you practice at it, without the need of requesting for unavailable people.

Also, the images illustrated here are coming from my Imgur account. I believe there is some country-wide block of this website and its assets by Pakistan. If someone can provide a permanent go around solution (without abandoning my Imgur account because it's the best place to upload pictures for me thus far) that would be great.



Dispelling some Fallacies

First order of business is to completely rewrite the way you think about art and how to get it done, cuz a lot of you self-limit yourselves.

  • You have to have the talent for art (No)

    Art is not a talent, it is a skill, and a skill, no matter what it is, can be taught and can be acquired. Talent is like a natural calling, a way your brain is wired to understand the material easier. You can have all the talent in the world though and still suck because talent is not the driving force of any skill, learning through repetition is.The person who has a talent for art still has to practice. They may improve faster than you I'm not denying that, but zero talent does not equal you're incapable in art, everyone is capable of art. Hell, you guys can get even better than me, all in how much time you willing to put into it.

  • There is a systemic approach to art (not really)

    Since many of you are coders of some light in the community, to put it in a perspective you can understand, art is as free as writing shit scripts. But how do you know your script is shit? How optimal it is when run right? It's the same concept in art. You can practically do anything you wish to achieve the desired result, but there are advisory approaches to ensure that what you did was sound and reasonable and won't cause you a lot of headaches later down if you made a mistake. So as a result, there is no real conventional way to make an art piece, but there is a method to the madness. Art is all about capturing and reproducing an image in whatever creative way you can construe; the end justifies the means.

  • You need Photoshop (NO YOU DO NOT FFS)

    You write a Java script in Notepad++ versus writing it in Visual Studio Code vs writing it in IntelliJ or some other IDE like Netbeans. Different tools make life easier sure, but every single one of them can produce the same damn HelloWorld.java. Not one of these programs gonna make your shit code any better. They all just got the job done which was to write your code as you wished. The program didn't make you any better of a coder than a baby mashing buttons at the keyboard. Refer back to fallacy number 1, build skill; the program is only as good as the user.

    The concept applies to Photoshop. Photoshop ain't going to make you a better artist. Sure, it has its reputation and feature set that makes life easier to produce the final product, sure, but it's no miracle worker.

    The only art that's still surviving from the years back I use to use Photoshop is VW3 Banner and my signature. I have not used Photoshop for over 9 years now. The only two essential requirements you need of any program you plan on using is:

    • The ability to have multiple layers to put drawings on
    • The ability to install custom brushes (especially .abr brushes)

    If the program of choice has that then you are free to use anything. I, for example, have been using GIMP since 2010/11 roughly after I retired my pirated Photoshop copy. Haven't turned back since.

    Another point that exists within this fallacy is that not everything Photoshop is suitable for, meaning you have to understand the category of program it is. Photoshop is an image editor that rasterizes the image. I'll talk more about this term later but just know it makes unsuitable for logo work or symbols. Any program you use to replace Photoshop is equally unsuitable for logo work and symbols. You need another type of program that does vector image processing.




Now that that's been said, the lesson begins here.

What is Art?

Art is an expression of creative imagination that is pleasing to the eye and evokes an emotive response. In this case, it's a visual expression of these two features. How do you capture things visually? Building on the elements of art:
  • Line
  • Shape
  • Form
  • Space
  • Texture
  • Colour
  • Value

In the context of VC:MP, the more important ones are colour, value, texture and shape. Let's start with shape.



Shape

A shape is a 2D boundary/outline of space. It's what we all practice the moment we put pencil to paper, and then self-assess ourselves on that we can't draw for shit. But here's a perspective I can show you to immediately improve yourself. Think of the basic shapes (triangle, square, rectangle, pentagon, hexagon, circle etc.). Everything you look at in the environment around you can be broken down to basic shapes. Try to represent an object using just shapes, whether regularly shaped or irregularly shaped (stretched, morphed etc. to fit the need). Do not try to aim for accuracy at this level. Not yet. You're practicing changing the way you think in order to transcribe items around you into the form of visual symbols. So let's change your mindset.

Everyone on Windows, practice this in Paint. You don't need special software for this. Also, mastering this practice helps immensely with 3D modeling because it operates off of the same concept, breaking things down into basic shapes.



This empty drinking glass for example. At the very basic level (not caring much about the 3D form itself) I can see two shapes, a circle (ellipse) at the top and an irregularly proportioned rectangle for the body, wider at the top and narrower at the base. The rectangle was drawn using lines. This is my basic result and can be yours too:



As you can see I've shown a joint and an disjoint version of the two shapes used to accomplish this.

Now the astute among you would realize that the base isn't exact to the glass cup, the narrowed base of the rectangle is actually curved, making it more of a cylinder than a rectangle. If you were able to see this, then congratulations, you have just recognized Form. Form especially continues into 3D art such as 3D modeling. We don't give a shit about it right now. Focus --- Shapes.

If you would want to represent the cup more accurately by just using shapes you have two options:
  • Use a circle at the base
  • Use a polygon with many sides that you will manipulate into the shape you need

For the example of the cup, the circle base serves better, but the polygon option has its place and will have to be used eventually as you practice with other objects. Here's an example:



As you can see, I can have two circles now and a irregularly proportioned rectangle to get the job done on the left, whilst on the right, I chose a circle up top and a irregularly proportioned octagon for the remainder of the body. You can use any number of sides you wish but the more you use, the closer you get to a circle. A circle is just a polygon with an infinite number of sides afterall.

Finally, you would clean up the lines that don't belong, like those lines running through the ellipses that are not representative of the real image. Practice that basic manner of handling shapes and lines and you are well on your way already. Remember it applies to everything. There's nothing in this world that can't be broken down into a basic shape.



Colour

Colour is a visual sensation for the eye, as sound is to the ears. Colour in the real world is produced from whatever visible light waves an object emits or reflects to our eyes. This information we perceive as the colour of the object. Different colours are called hues of colour, and so, the colour wheel that we normally refer to, is really a hue colour wheel. When mixing colour, we mix different hues of colour to produce, new colour, in-betweens. Mix with enough hue variety between all the different spectrum of colours and you will get the rainbow gradient of colour. Note well though that hue is pure colour, it does not include any form of pale or darkened colours, no whites, greys or blacks.

Now in general, people don't have much issue here replicating colours, but in the context of VC:MP, this lesson is more on two things, blends of colour and emotive properties of colour.



Blends of Colour



The basic colour wheel. When we talking about colours that blend, we are really talking about colour harmony, colours that work together and contrast each other as well. This is based on the type of colour scheme used in your project. An example I can grab on comes from one of Vice War 7 flags, Hindutva.



Hindutva's flag more represents a blend of colours that are analogous, similar. Check the colours used for the entire flag and compare where they all generally land on the colour wheel. You will see that every colour is right beside each other from red to orange to yellow to green to blue. That is the natural order of the visual spectrum, making it visually pleasing with a nice natural flow that is balanced and sound.

Analogous colours is the use of any three colours that are subsequently adjacent on the colour wheel. So for example, starting from orange , the other two colours would be yellow and yellow green to be used, and so on. Analogous colours creates harmonic flow.

But note that there's also an elements of contrast. By the time we hit the blue, we have established a direct complementary colour to the orange present. This also enhances the image - contrast makes things pop and stand out. This colour scheme relationship is what we call complementary colours.

Complementary colours is the use of a colour that is directly opposite to the base colour on the colour wheel. What constitutes it being the opposite colour? If a colour is upper left on the wheel, its direct opposite is exactly across from it flowing down and right, so for example, the opposite of red-violet would be yellow-green based on the colour wheel.

In the case of the blue used, it is directly complementary to the orange present, bringing out contrast in the symbol that is very pleasing. The red of the Om symbol is also directly complementary to the green in the flag as well.

Even more powerful is the establishment of a triadic colour scheme in the flag of blue, orange and yellow green.

Triadic colours is the use of any three colours that are equally spaced on the colour wheel.

From a design perspective on colour, this flag is very sound.

Here's a fuller picture of the total colour schemes that can be used (and explanation for the remaining colour schemes):



  • Split Complementary - the use of analogous colours of the direct opposite of a base colour; 3 colour scheme
    Example:
    • Base Colour to use: Red

      The direct opposite of red is green, but you do not use the green, you use the colours that are beside the green on each side. This would be cyan and yellow-green. Therefore, based on the colour wheel, the 3 colours to be used are:

      Red, Cyan, Yellow-green.

  • Tetradic - to use the analogous colours of each of the two directly opposite base colours; 4 colour scheme
    Example:
    • Base Colours that oppose each other: Red and Green

      You don't pick the base colours, you use the two colours adjacent to each side of the base colour respectively. Looking at the colour wheel as a guide, you will therefore use magenta and orange for the red side, and cyan and yellow-green for the green side. And so you will get:

      Magenta, Orange, Cyan, Yellow-Green

  • Square - to use four colours equally spaced on colour wheel; 4 colour scheme
    Example:
    • Red, Yellow, Green, Blue

There are many other colour schemes, but they involve the topic Values, and some of those won't be stated until later down in the post.

These mix and blends of colour based on different colour schemes really help with logo and signature work to make what you want to stand out pop but at the same time not be so chaotic to look like you don't know what you're doing. For example you don't use analogous colours as the theme for your text and background, chances are you will not be able to see the text. Complementary/Split complementary would suit well. Inversely, you don't use complementary/split complementary on the background of an image as it will take away from the symbol, the eye-catcher to your work, or what you wish to be legible.

We have one more thing to discuss though regarding blends of colour and that is Colour Context.



Colour Context is a play on similarity and contrast. A colour that's perceived to be in the foreground will experience a slight colour shift depending on the colour in the background. Take for example the inner dots of each pair of circles close together. They are the exact same colour within, but your eyes might notice a slight colour shift. Due to differences in lightness, shade and hue, you can create contrast even between analogous colours. Colour context provides a good way to highlight things and split colours apart when things are crowded.

What do I mean by crowded? Monochromatic, another colour scheme, involves the topic of Values so I won't go too in depth yet on it. Basically, an example of a monochromatic work is the very forum banner I made for Vice Underdogs.



One base colour is used throughout this work, but the value of that colour is different to create the split between the palm trees, the environment background and the text in the foreground. Overall you get an image that both flows but is still contrasting to be legible.

With all that said, now we move on from blends of colour to the emotive properties of colour.




Emotive Properties of Colour

As stated before, art is an expression of beauty and emotion, and the emotive properties of art is expressed via colour almost exclusively. This topic however, is where things get subjective, as different colours mean different things depending on the culture. I'll try to stray from that as much as possible, but where I can't, then what I'm about to explain represents more or less the Western and European viewpoint.

Referring back to the colour wheel, let's go in a clockwise fashion.



The wheel is split evenly into 12 sectors. Starting from Red, I am skipping the colour that is immediately after, so my list will therefore be Red, Orange, Yellow, Green, Blue, Violet. i.e. Primary and Secondary colours.

Quick note, what are primary colours? Colours (hues) that cannot be achieved by mixing with another colour.

Secondary colours? Colours (hues) achieved by mixing two primary colours together

Tertiary colours? Colours (hues) achieved by mixing a primary and secondary colour together

Let's begin:
  • Red

    Second only to yellow, red is 2nd most luminous colour of all the colours of the visual spectrum. In terms of mixing paints of colours, red is the 2nd most potent colour (it shifts the hue of colours very easily when mixed in), 2nd only to black. Red globally tends to represent one of three things:

    • Aggressive & Sinister (rage, danger, assertive critical warning)
    • Pride & Boldness (fashion to entice etc.)
    • Femininity (lighter tones)

  • Orange

    Orange is a hot colour that is typical of fruits in the natural environment, a symbol of good health. However, orange is usually connotated in a polarizing fashion to have one of two meanings:
    • Excitement & Flamboyance (thrill, energetic, full of vitality)
    • Nonchalance & Dullness(calm, boring)

      People either love or hate orange, and I personally am not fond of it myself. It's my most rarely used colour of all my years in art.

  • Yellow

    Yellow is the most luminous (brightest) colour of all the singular colours of the visual spectrum, (white is not a colour in the mixing paint perspective, and is not a primary nor secondary colour in light spectrum perspective). It has three main global meanings:
    • Happiness (warmth and sunshine)
    • Naivety & Youth
    • Vigilance (warning/caution signs)

  • Green

    Green is the 2nd most abundant colour of the natural environment, 2nd only to blue. Green also has polarizing meanings:
    • Trust (bright tone greens)
    • Hope & Renewal (brighter tone greens)
    • Envy & Jealousy (mid tone greens)
    • Fear & Shame (lower tone greens)

  • Blue

    The most abundant colour of the natural environment and has the most diverse meanings of all the colours:
    • Trust (lighter tones)
    • Serene & Peaceful (lighter tones)
    • Pride & Eminence (lower tones)
    • Grief & Sadness (brighter tones)

  • Violet

    The rarest colour of the natural environment. As a result, violet tends to evoke feelings of:
    • Pride & Eminence
    • Mystery
    • Sacred & Spiritual
    • Femininity (lighter tones)


In general, that's what the colours tend to evoke, but the meaning can be shifted somewhat based on the context of the image. Example, violet can look sinister and threatening if affixed with a shape that resembles something fierce. Red can look happy and joyful in a similar fashion. But overall, warmer tones are more exciting whilst cooler tones are more calming

What are warmer tones:
Reds to Oranges to Yellows

What are cooler tones:
Greens to Blues to Violets



Values

Values are a sub-property of colours. Values of a colour are properties that shift colour one of three ways:
  • To White
  • To Grey
  • To Black

These shifts can be categorized under three headings of mixing:
  • Tint - adding white to a colour
  • Tone - adding grey to a colour
  • Shade - adding black to a colour

Now some terminologies to clear up and consider:

Bright vs Light

When we say a colour is bright, we are saying that the hue of the colour is pure, 100% saturated. When we say a colour is light (or pale), we are saying that the hue of the colour is dull, not 100% saturated. The hue (colour itself) did not shift (meaning we didn't move from red to orange etc., that is a hue change), what happened was that the colour got pale due to adding white. No greys or blacks must be added for tinting.

Light colours is what you refer to as pastel colour swatches.

Neutral

A colour becomes neutral when grey is added. So when we say neutralize a colour or tone it down, we mean to add grey to the colour. A colour can be neutralized three ways:
  • Adding pure grey to the base colour
  • Adding both white and black to the base colour
  • Adding the complementary colour of the base colour (for a more true to life result)

Shading (Darkening)

You shade (darken) a colour by adding black to the colour. No greys or whites are added to darken a colour.


Now look at this picture of a colour chart for the hue Red.



This picture is really depicting tones of red, with the extreme edges of the left and right side depicting shades and tints of red respectively. Whether tinting, toning or shading, they all kill saturation of the colour, that vibrance of the hue at max brilliance. These are the technique used to develop monochrome colour schemes mentioned previously above in Blends of Colour - Colour Context.

And so to complete the point previously on colour schemes, you can reference this link here to gain a full understanding of each that exist that I haven't mentioned yet but rely on both shifts in hue and values.



That will cover all the knowledge theory needed where it regards to how to practice and why certain art practices are carried out for the best results. This is honestly the bulk of the information you need to know to get started, as you can practice in any program, even Paint. But now we will get into the programs aspect of things.



Clearing Up Photoshop Misconceptions Part 2

Now, near the beginning of the post, I did say that you do not need Photoshop and that Photoshop isn't suitable for every task. These two statements are correct, but why exactly?

A more detailed explanation of what Photoshop is is that it is a photo-image editor that processes and saves rasterized images. What exactly are rasterized images?

Rasterized images are your everyday image file that you preview on your devices or capture with your smartphone / cameras. The PNGs, JPGs, GIFs, TIFFs, they're all rasterized images. The term rasterize is used to describe the fact that the image was made by using a grid array of pixels to capture and represent the image. It's convenient and saves a ton on processing power, but it has one big limitation - it is a lossy compression style that's not flexible.

It is because of that reason, it is absolutely ill-advised to create logos and symbols in any editor that does rasterized image editing. When you create a project file within these image editors to create such work, the fate of the image quality is sealed the moment you choose the resolution you're working at. No matter what resolution you save in, you're losing quality with every upscale/downscaling that needs to occur, and working in big resolutions eats system resources (RAM) very easily for little reward as use cases require smaller images typically, until one day comes where high resolution images are required (like the evolution of video files 720p to 1080p to 4k now, it's just gonna keep going).

There comes the program that is suited for such work - Adobe Illustrator. Now I'm not saying you need Adobe Illustrator, you don't either, but Illustrator represents the most popular program that processes vector images. What is a vector image? It is an image that is entirely represented my mathematical calculations of shapes. As a result, it is impossible to lose quality when upscaling or downscaling any image, it is a lossless format, very fit for a project file. When the image needs to be used for the web (converted into a rasterized image), you can quite easily export to what you need, whether it was smaller than the original project image size or way larger, image quality does not degrade.

So why do people use Photoshop?

Rasterized images have its plus if you treat it for what it is, an image editor. Consider an image that has all the possible colours of the 8 bit digital spectrum, that's 16.7 million colours blended together. It is not computationally intensive to load a grid of pixels in such manner, but it is computationally intensive to load a bunch of layers or shapes in such a manner. This is the negative of Illustrator, and it's also why work from vector images are relatively simple looking. You will not see a picture painting coming from Illustrator, the art is more cartoon-fashion rather than realistic. Gradients used in these programs are also actually rasterized effects where the resolution of said effect is controlled. But to blend colour like you can in Photoshop, to truly do it in Illustrator you would need millions of boxes in the shape of pixels to achieve it which is impractical.

So final verdict then:
  • For realistic images and paintings / drawings - use a raster image editor software
  • For logos, symbols, maps and other simplistic work that can be layered and have minimal colour gradients - use a vector image editor software

Examples of raster image editing softwares:
Adobe Photoshop, GIMP, Corel Painter, Affinity Photo

Examples of vector image editing softwares:
Adobe Illustrator, Inkscape, CorelDraw, Affinity Designer

All these examples satisfy the two requirements needed to make working in either a robust setup for you, i.e.:
  • They support multiple layers for objects / drawings
  • They support custom brushes that can be installed (category for raster image software specifically)

I personally use GIMP for my image editing and drawing needs and Inkscape for my logo, badge, map and even texture needs for some of my 3D models where it's applicable.



GIMP (Raster Images)

Employing the practices above, when I work in GIMP, every object is given it's own layer. This minimizes destroying the entirety of the work when I'm erasing a mistake.



For example, in this previous picture above where we drew the glass cup in Paint, there's no support for layers, and so, to remove the lines between the joint shapes, I would have to infringe on both the rectangle (what I'm aiming for) and the circle (what I don't want troubled). No matter how skilled you are, you're gonna damage the ellipse in some way.

When working in GIMP (or any other image editing software), the workflow would more look like the disjoint example on the right - one layer would be for the ellipse and the other layer would be for the rectangle. I would move each layer in such a way where they are aligned to be joint, the illusion, but technically they are not. This gives me freedom to make changes to the rectangle and remove the visible lines cutting through the circle layer that could be above/below the rectangle's layer.

The same is true of colouring. Each base colour for the object gets its own layer. These layers can be grouped to be collectively called whatever the final object is suppose to be. Then, colours and sketches / outlines can be subgrouped into their own categories. Colours could then be subgrouped even further to represent layers of Highlights, Shades and Tones. Sketch groups could be layered out to be hand sketches and finished outlines (drawn and traced with the Path Tool). All of this comes together to represent what you see here for example:



  • The background is its own group and layer
    • The details of the buildings is its own layer subgrouped within the background grouping
    • The sky is its own subgroup and layer that is behind everything
  • The water and beach is its own group and layer
    • The details of the water and the beach are their own layers
  • The outline of the person is its own group and layer that's on top of every other group and layer
    • The rim lighting and shading are their own subgroup and layers
    • The glasses of the man is its own subgroup and layer
  • The gun is its own group and layer
    • The details of the gun is its own subgroup and layer

Point is, everything gets it's own layer as much as possible where feasible in order to maximize flexibility of editing without deleterious effects.

Images are usually created at 200 DPI and at around 2000 x 2000 pixel resolution (taxing on RAM).



Inkscape (Vector Image)

The same concept of layers apply for Inkscape (vector image processing) as well. Everything gets its own layer. Take for example this recent badge I made:



  • The background colouring is its own grouping and layer that's behind every other grouping and layers
  • The emblem is its own grouping and layer
  • The text is its own grouping and layer that is above every other grouping and layers
    • "VU of the Year" is its own subgrouping and layer
    • The year number "2020" is its own subgrouping and layer

Here's the example of how the layering looks in Inkscape:



This allows me to quickly make changes to the colour of the background (creating the silver and bronze badges), change out the category of award (new text as new layers within the subgrouped layer), and change the year for every subsequent year needed.

The copy layers are just for boosting some elements that weren't too visible on its own with just one layer.

Vector image processing are more forgiving though because everything present is already an object. However, had I not taken the approach to layering, I would have to change the background colour, the text and the name to these single objects each and every time I want to save a new category.

With the concept of layers, I hide the layer that I don't want to use, expose the layer I desire and make only one new addition which is to add a new layer for the new year number. Everything else remains common between the previous years, making the workflow far easier and quicker to export and have ready.

This particular work could've also been done in GIMP, but the plus about using Inkscape instead is the freedom to export the image to whatever required size you need. For example, the requirement for this image was to be of size 120x35. If I had worked at 120x35, then enlarged the image, this is the result:



As you can see, it looks very pixelated, blurry and overall shitty, quality was lossed on the upscaling. But if I worked the image at a size of 1200 x 350, then all is fine....for now. But what if I need it for displaying for a market of high resolution 4K monitors, having the freedom to easily upscale and natively export to say even 12,000 x 3,500 resolution or hell, 1,200,000 x 350,000 pixels, I can easily do that without trouble nor quality loss. But the moment I click in a resolution that's not high enough in GIMP as the project resolution size, that's it for the image. Upscaling or downscaling, it only goes downhill from there where quality is concerned (downsampling still degrades quality, but not as bad as upscaling; always best to produce an image at the native resolution needed)



Textures

The next big topic that really can't be taught without going over all the previous first. Texture refers to the way things feel, but in this case, visually representing how it would feel if touched. Texture is all about capturing the look of a material. Colour, once again, is the driving point that almost exclusively defines how a texture comes out.

To capture texture properly in art (if you're aiming for high realism), you have to therefore do a lot of material studies. Again, texture defines material. So for example, it is good to accept that polished metals reflect well. Understanding that chopper bike handles, engines and frames are all chrome plated with chromium that reflects only 70% of the visual spectrum, tapering off reflecting the reds at only 60% or so, that is a totally different ball game of achieving a sense of realism to your art. It comes easier when you dabble into 3D art, with working with what we call physically based rendering (PBR) shaders, but its not required for this. I'm just stating how far it can go.

For this, I'm gonna speak of textures in two ways, the drawing art perspective and the 2D image perspective (to map onto 3D models). Both can be created without really stressing to download some pre-made thing that doesn't meet your needs (and for the 3D models, the 2D images that aren't tiled which is very annoying).

Drawing Perspective

When it comes to portraying various textures in a drawing/painting, it's really just about capturing the unnecessary details. For example, this cinder block:



If we were drawing this without a care of texture, then all you do is break up each standout feature of the edges into its basic shape, create your outlines off of that premise and then just slap on a grey colour within the space and just like that you're done. With textures however, you're accounting for all those little cracks, chips and crevices that you can see. You're adding that otherwise unnecessary detail to the drawing to really sell it that this material is concrete based on giving it the texture of concrete.

In your image editor, you would create a separate layer for this detail. One for the base colour of the concrete block that would be the bottom layer, and then another for the details, that would be above the base colour layer.

The good thing about this approach to it is again, minimizing deleterious actions to only one object as much as possible, but two, is that you have access to a feature called layer blending.

What is layer blending?

A fusion of the upper layer with the lower layer (or layers below the top layer) via a mathematical algorithm expressed onto every pixel's individual colour. If you didn't understand that, then another explanation can be that it's a bunch of modes used to create different kinds of overlays by the upper layer to the rest of the image. It's a powerful tool to use to quickly express how colours will add up (or even subtract), especially when dealing with art that involves lighting and shadows.

Use Case:

You finished drawing and colouring an entire scene, and you want to add a red global light to it. You have two options:
  • Overlay the scene with layer blending of the red colour for the light you wish to use
  • Try and recalculate all the colours you used in the scene

And if you've used many colours, it's a no brainer, just overlay the damn thing with some layer blending.

Now there are different layer blending modes, and they vary vastly between software, as I believe Photoshop was the pioneer for this method of workflow and so tend to be above the rest of programs with the modes they provide. I will however go over a basic list of them though, that is especially useful for texturing.

  • Dissolve - the upper layer is dithered into the lower layer when blended together. It produces a noisy dusty blend of dots and irregular shapes like this:



    It only comes into effect when you change the transparency of the upper layer. If the opacity is 100%, you won't get an effect.

    By far the easiest way to add the chips to the cinder block for example. All you do is create a layer with dark brown/black (your call), set the layer mode to Dissolve and change the Opacity percentage to a level where there is sufficient amounts of dots present to give the result (in GIMP, that was roughly about just 5% for me)


  • Multiply - multiplies the luminosity of the colours on the lower layer by the colours of the upper layer. The resulting colour is always a darker colour. White produces no change, while the black pixels remain.



    Very useful for shades / shadows. I need not say anymore.


  • Screen - produces many different levels of brightening depending on the luminosity values of the upper layer



    Very useful for highlights and brightening a light emission source in your scene (creating sun glares and so on).

  • Overlay - a combination of Multiply and Screen with the base layer always shining through. Uses the Screen blending mode at half-strength on colours lighter than 50% grey and the Multiply blending mode at half strength on colours darker than 50% grey. 50% grey itself becomes transparent.



    I abuse this a lot when I want to tone and saturate colours to a particular hue as it adds both brightness and contrast. I also use it if I have a rather complicated upper layer to blend with (like a radial gradient of black and white). The white portions gets Screened while the black portions get Multiplied.

    Also useful for drawing a bump mapping effect.

    What is bump mapping? This:



    It's what makes the crevices, cracks, holes etc. in the texture come to life, based creatively using lines of tints and shades to create a beveling effect. This term is more for 3D software though where its an effect of 3D modeling itself regards to how to express the texture, but it can be captured in drawing. We call it shading. Like this:



    Did you recognize that these 3 examples are scales? Exactly why capturing textures are important to sell the material.



2D Image Perspective



This part is geared more for 3D modelers, and so you could skip this section if you solely only care for the drawing aspect of things.

Ensure that you square your image beforehand.



This section employs all the previously mentioned techniques where it regards to layer blends and so it's important to note well that section of the post. The creation of textures for 3D models does not solely rely on a rastor image editor. In some scenarios, the vector image editor will need to be used, and so for this section, it requires some skill in both programs. For example, this work I did once:





The holes within the model were not created through geometric means in order to keep polygon count low. This is as a result of making the texture this way, however, patterns are rather difficult to create in GIMP. And so the alternative was to create this texture in Inkscape, where patterns like these are very easy to create. Another problem I ran into was trying to figure out the resolution needed to make this texture look good. I had originally thought a resolution of 512x512 would've done the job but when I tested it out, it looked horrible; the holes lacked definition. For Inkscape, exporting at a higher resolution is an easy piece of cake. If it originally done in GIMP, I would've had a massive headache trying to sort out the quality because upscaling is gonna degrade to hell.

There are benefits to using GIMP for textures however. For example, there is no easy way in Inkscape to add effects to the image. So say for example I wanted the texture to be more realistic, adding in rust or so to the texture, there is no feasibly easy way to do that in Inkscape where as processing such in GIMP is simple enough.

And so creating these texture images depends on what you need and where it is easier to accomplish it. Patterns, grids, and resolution bumps are far easier to accomplish in vector image editors while realistic detailing is far easier in raster image editors.

For realistic images, as a general guideline to capture certain materials, this is my advice:
  • Polished Metals
    • Find the base colour for the type of metal
    • Look up the reflection data for the type of metal (just a basic overview of how much it reflects and how it looks when it reflects)
    • Have a colour gradient of at least five different tones from the same base colour that alternates between tints and shades. This serves as the metal's reflection from a source of light, giving that metallic glimmer

  • Brushed Metals
    • Find the base colour for the type of metal
    • Have a colour gradient of at least five different tones from the same base colour that alternates between tints and shades
    • Create a new layer of white noise that you will then apply a motion filter to of angle 0 or 90 degrees. If enough motion blur was used, this will create a streaking effect that you can then overlay the colour of the metal with to create the brushed textured look (use Overlay Blend Mode)

  • Concrete
    • Find the base colour of the concrete
    • Create a new layer that will be filled with the colour of choice for the crevices, cracks and chips of the concrete base colour. Blend this layer by changing its blending mode to Dissolve then reduce the opacity to the level needed to represent the amount of detail you require. Blur this layer if needed as a final touch

  • Roads
    • Find the base colour for the road
    • Create a new layer of white noise that you can then overlay the base colour with
    • Apply Gaussian blur to the white noise at areas where tire streaks would "soften" the grit of the road.

  • Sand
    • Find the base colour for the sand
    • Create a new layer of white noise (increasing chroma if available) then overlay this layer to the base colour (use Burn Blend Mode)

That's five type of textures you have the capability of making on your own, just by using a raster image editor. A sixth one could be wood, but I've never personally done it. The approach though would be to draw a layer of circle outlines that I would then warp by using a warping tool. And if you manage to do that, then the only thing worth sourcing is clumps of grass and leaves.

But let's say you're too lazy for all that learning or you see a picture that looks worthy of texturing with but you know it's currently not in the best of setup in terms of resolution. And even after you've had your fun of creating your own textures, there are still processes you have to run through before its 100% usable. Let's go over that now.

You would have noticed that I stated that the image should be a square image, i.e. 1024x1024, 512x512 etc. this is a requirement for tiling the texture image.

What is tiling the texture image?

It's when the image is absent of seams and can be continuously tiled as a grid of clones. It is a necessity.

An image that was made with one base colour that flows through the entire frame is already tiled. Example, a completely red, black, brown, yellow, whatever colour picture. That is already tiled. If you keep the edges in such a fashion where your pattern is the same at every edge and every side where it's relevant, then this also satisfies the requirement when mapped onto a 3D object. But most of these blanket images aren't tiled, so how do we fix that?

There is a simple method and an advanced method depending on the image you're working with.



NOTE: Ensure that your image is either a square image already or cropped to be a square image.



Simple Method:
  • Offset the image using an Offset Tool for layers, and ensure wrap around is selected. What will happen is that the edges of the image will get wrapped into the image frame as you offset the image. You want to offset the image in a fashion where all four original corner edges are now present within the frame. Your result should look something like this if you used the correct tool and done it properly:



  • Use a healing / cloning brush tool to get rid of the edges present within the frame. Basically what the healing brush does is takes a sample of the image that you specify and paints it over where you choose to paint. Cloning does the same thing, but is for large mass of objects within the image. As a result, it moves the sample zone in accordance to your painting (in order to copy the entire object).


Usually the simple method is enough for most images that are already decent but just not tiled. The simple method should also be enough for your creation of textures. However, it's not a miracle worker. In the event it isn't (like this wood texture used as the example), the advanced method comes into play.

Advanced Method:

The advance method has two precursor steps before the simple method is implemented. And so the full roster of steps would look be this:

  • Duplicate the image you wish to tile, making it the top layer, set its opacity to 50% and flip it horizontally and vertically
  • Merge the duplicated image to the original image
  • Employ the Simple Method thereafter
    • As a final step, this image may need sharpening at the end

The final result for this wood texture came out to be this:



And just like that, shopping for textures is practically a thing of the past. You can now draw them, make them, or process pictures into them. Good job.  :thumbsup:



So, that's that for that. Remember art is all about creatively capturing your perception of what you're seeing. Having a keen eye improves the detail but understanding how to break everything down to the basic fundamental level is key to good artistry because we can never capture everything perfectly, we can just give back the best approximation we can produce.

5
General Discussion / Vice War 8 Concluded!
« on: December 30, 2019, 05:39:56 pm »
Vice War 8: Renegade's Strife has finally set sail, travelled its course and reached its termination point. Congratulations to the Red Team for winning this year's Vice War, and very well played Blue Team, for doing your best against the odds.

Thanks to everyone who participated, we had 135 of our 198 approved registrees returning, 278 registrations overall.

Now we close the curtains on another year end's event. Some things to note and improve upon:

  • When I had created this map, I had aimed for some symmetry, but that didn't work out as the mountains are asymmetric, so to balance that I had made the shorter paths ridiculously harder to climb i.e. Red had some of the shittiest slopes you could make for a game. It worked to some degree, to balance the time it would take to reach the bases, however, the oversight was traversing on foot.

    Unlike vehicles, your running speed is unaffected by any angle of altitude so the condition is, you can either run up the mountain or you can't. Added to the complication that I couldn't map the default vehicles at spawn, it made a natural imbalance in favour of Red to the following bases:

    • Airport (quicker for Red on foot, equal length of time with a vehicle)
    • Cargo Ship (quicker for Red on foot, equal length of time with a vehicle)

    Blue had the advantage to only the Mining Sites.

    By how much? Roughly 20 to 30 seconds Red on Blue and vice versa. Wouldn't be much of a problem if the bases had an even distribution of Capture Points but this was not the case, Cargo Ship carried the most weight, Airport the least. So while we all had our fun, I will admit to that honest mistake regarding topological balance.


  • The jitter system, works as intended, however, an oversight from ever since Vice War 7 with it is that it does not quite account for WiFi users. Most people that were affected really just needed a wired connection as WiFi is unreliable where ping is concerned, but does it cause the huge problems that a similar spiking on wired would cause? That was the debate between me and the staff. We agree that its a needed system in general, but the severity of WiFi unreliability remains to be properly tested.

    Also of note was how to deal with the jitter system when it comes to vehicles, you can stop driving a land vehicle and keep it still, how to handle boats and worse of all helicopters and planes? I think most kicks happened to people already in a helicopter blasting helicannon or the Rustler spitting out bombs.

  • The forced /help command, it was a good idea with a not so good implementation. Telling the player through the main chat how to exit the mode after they've finished reading was very foolish of us, so many complaints on how to exit. It wasn't a bad thing for such a new system, but things we would've liked to do like actively show vehicles, prep images and sprites and so on, time wouldn't allow.

  • Vehicular Points was probably the most underused of all the Resource Points. And in general, I felt that the option to also buy the vehicles via cash would've been a good option to employ, especially in the dire situations where one team has a bunch of Planes and Sea Sparrows controlling the sky. This Vice War gave out a lot of money, so if that was implemented, the pace could've kept up that much stronger.

  • Let's say I made a base to give to the community, of a jungle style, I would redo this base as a flatland, I think that would've worked out a lot better in terms of true dynamics of hiding in the bushes, guerilla tactics to bases, shooting out Planes and Sea Sparrows with a lot more cover etc. This Vice War showed the possibility to make something worthwhile in that sense, and change the thought process of the VC:MP playerbase somewhat from the linear style we've been using for years now.


But all in all I liked the dynamic and flow. Whilst getting killed by a bunch of Sea Sparrows was kinda annoying, I liked the balancing act of it where one team would dominate the sky and the base for a moment then it flips to the other team after we destroyed all air vehicles and it switches again after sometime etc. At no point did a team truly dominated the Airport in that fashion. Although I didn't record much footage, it was fun bombing you all, watching a team of people run in and then just drop my bomb with a quick airstrike, fighting other Sea Sparrows in the air taking them down to secure bases, watching all the RPGs flying across my face, it was very interesting indeed.



As you know or should know by now, I'm stepping down as Director, Mapper and Artist of any further Vice Wars, and in general any further works in VC:MP. I've done Vice War 5, 6, 7 and now 8. What gonna happen?

Welcome your new Director WiLsOn. He will be handling the concept, scripting, artwork, progression and launch of Vice War 9. What's it gonna be like? We'll see.

The Portal, once improved will continue as the new hub where registration will occur, though it will not have as much requirements as this Vice War did. The Portal is aimed to be a centralized zone you can visit anytime for every Vice Wars we've ever released, just not fully realized yet. Some improvements we hope to make are:

  • Better handling of requirements
  • Better handling of announcements, player status and so on via private messaging the forum accounts of participants
  • More control to the participant where it regards to changing teams or nickname at will (so no more change nick / team topic to post in)

We going into 2020. Let's at least make it easier for ourselves.



Thank you all so much for participating and thank you, every member of my staff for helping me get this project done and actualized. Out with a bang




6
Farewell Board / Retiring
« on: December 24, 2019, 03:59:05 am »
Well, its been a long ride, but after 10 years going into my 11th, I think its finally my turn. The candle is about burnt out.

Typing this, I still remember the first time I ever found VC:MP.

Joined in XE with like 3 FPS in my army skin in 2008, till I got a PC that could run the game in 2009, starting the true VC:MP journey. Joining Vice Underdogs, playing out the Vice Wars, watching VC:MP evolve from 0.3z to 0.3 r2 to 0.4, participating in clan events, making the forum banner you see today, remodeling the theme of the WAP version to this forum, managing and administrating some servers, directing Vice Wars themselves since VW5, documenting and researching some facts for VC:MP forums, all the way to creating custom models, for truly custom maps and vehicles, all your own and providing all the tools and the help needed to make it possible. I've done a lot, done a whole lot.

Still apart of VU, the one and only clan I've ever been in for all those years, that's not gonna change. I'm admin to only 2 servers now, CTF and EAD, not resigning from either, I'll be passing through, but server events and my influence in them, that is coming to an end I'm afraid. So to everyone, enjoy this edition of Vice War in particular, it's gonna be the last one directed by me. Time for me to truly rest, and I'll be resting when the new decade starts.

7
Public Beta 2

On Monday, December 23rd, 2019, we will unlock the server and launch Public Beta 2 for our participants to test on. The server will be in a state that is either the finished product or as close to the final product as possible. That means, on the priority list, we hope to provide all vehicles currently missing (Carrier Helicopter, changes to Bus, changes to Bomber Plane), tune all land vehicles to better support the terrain, finish lacking structural amenities at certain bases (Mining Site A and B, Ship Hull) and other map, model and script changes.

The server will be opened to the public at 00:00 GMT. It is set to last 24 hours, as like the main event.



UID Mismatch Cases

On Monday, December 23rd, 2019, we will resume our usual stance of ONE UID mismatch request. If you have not resolved your UID mismatching issues with your account after this date, you will only have one chance thereafter to reset your account. Any subsequent requests after your one request will be ignored, therefore meaning you will not be able to participate in the event.



Registration

Registrations will close on Friday, December 27th, 2019. You will no longer be able to register on the Portal after this date. The benchmark server will still be available to currently registered participants. UID mismatch requests can still be made and will be processed even on the day of the event.

8
FAQs / [FAQ] UID Mismatch
« on: December 11, 2019, 02:44:10 pm »

UID Mismatch

  • Q: What is UID Mismatch and what causes it?

    A: UID mismatch is a mismatching of the unique ID tied to your ingame account from your PC system. The mismatch happens typically due to upgrades / reinstalls to your operating system, but it can also result from hardware changes such as changing your motherboard.

  • Q: Why does UID mismatch result in a autoban?

    A: We use UID to identify an account as a single, unique person that has registered for the event. We do not allow multiple ingame accounts by the same person, as such, UID mismatch is enforced by an automatic ban and locking of the account afflicted.

  • Q: How do I unban my account?

    A: To unban your account, create a new topic in the UID mismatch boards of the Reports section (click here for a quick link). If successfully unbanned, you will need to retake the benchmark tests and be reapproved in order to participate in the event.

    Read carefully the sticky topics on updates, as in general, you can only make ONE unban request before we permanently lock your account.

  • Q: Why do I need to retake the benchmark tests?

    A: As stated, UID updates can also be a result from hardware changes; a participant may upgrade his system components in order to participate in the event. As a result, it is mandatory that you have to retake the benchmark tests and go over the approval process on your account. All previous benchmarks are erased upon account resetting.

  • Q: I have sibling(s) that wish to participate in the event. We share computers, can we still participate?

    A: Short answer is yes, they will be able to play. Long answer is it comes with some conditions. We must receive a notification of who this sibling is by detailing their account name and the servers that they play on. We will use these details to assess legitimacy. Details of Discord account better your chances of approval as well. If we are unsatisfied with the evidence presented, or if no evidence is presented at all, all associated accounts will be denied to participate in the event.

 

9
FAQs / [FAQ] Quick Links
« on: December 11, 2019, 01:29:16 pm »


  • Q: What is the IP of the event server?

    A: 217.69.11.99:7192

  • Q: Where is Vice War Portal?

    A: Vice War Portal

  • Q: Where to register to participate?

    A: How to Register

  • Q: Where to go to take FPS Tests (Benchmark Server IP)?

    A: 217.69.11.99:8192

  • Q: Where is Discord channel for event?

    A: Discord

  • Q: Where to change my nickname?

    A: Nick Transfer

  • Q: Where to change my team?

    A: Change Your Team

  • Q: Where to change my password?

    A: Change Your Password

  • Q: Where is Game Manual?

    A: Game Mode Manual

  • Q: Where are the server rules?

    A: Rules

  • Q: Where to make a player/admin report?

    A: Reports

  • Q: Where to make ban appeal?

    A: Unban Requests

  • Q: Where to make UID unban request?

    A: UID Mismatch

  • Q: Where to make suggestions?

    A: Suggestions

  • Q: What is the current number of fully registered players per team?

    A:


10
General Discussion / Vice War 8 Public Beta Results
« on: December 09, 2019, 09:02:25 am »
First of all let me thank all those that came out and participated in the peak moments of Vice War 8 Public Beta. The team has received quite the positive feedback from you, the participants, on the development thus far and the scale of work that have went into this project. It warms me that the community is well appreciative of the effort we've put into this and I personally had a lot of fun with the aerial warfare that went down. Infact, I'm happy that no one has had any complaints of an imbalance of power or felt the game was impossible to make a comeback with. Those who don't have helis have Bomber Planes, those who don't have neither have RPG, sniper, nades and enough trees to hide behind lol. Was a real treat to be fighting in that mix.

We are not done yet, in the coming weeks a lot of finishing touches will be made to unfinished sections of the map and also your suggestions that we will try our best to work on. Expect more updates starting the end of this week, where I will be more available to direct the process.

Let me take this time though to formally address some issues and suggestions made in order of priority:



Issues

  • Registrations


    Now we are aware that there is a monumental breaking period between when registration had originally launched and the soon debut of the final game. As a result, many of you have joined, or tried to join and have forgotten the regulations of the event regarding such. We understand, so this is a reminder on the process and what we enforce:

    • To register, go to the Vice War Portal website here. Input your name, the team you wish to join and your ingame password you wish to use.

      You then go to the Benchmark server, IP is 217.69.11.99:8192, login, spawn and let the server do the rest. Your system will be benchmarked through FOUR tests that you must complete and must pass in order to participate. After you are successful, we will verify your results and approve your account on the Portal. Once your status has been switched to approved, you will be able to join the main server, the event server i.e. 217.69.11.99:7192.

    • Your account:
      • Only ONE PC and operating system is allowed per account regarding your participation in the event. If you join with a different PC, or on a different operating system that is on the same PC, you will get a UID mismatch autoban.

        To rectify this issue, you report it by creating a new topic in the UID mismatch section of this VW8 board, i.e. General Discussion > Reports > UID Mismatch, or simply click here.

        Many of you have upgraded your systems at this point and require a refresher to your account in order to participate. The way you do this is to join the Benchmark Server, allow it to ban you if you have a UID mismatch issue, report it just to nudge us that that occurred and then we will unban you. Afterwards you MUST retake the benchmark test, pass all four tests with the new system then await reapproval. An unban of any kind deletes your previous benchmark record, so the benchmark server is a must go to spot first before you can join the main server. Your account will remain in an unregistered state until you comply with this.

    • Your In-game Resolution:

      A lot of persons got stuck for this one. We enforce the resolution you used to pass the benchmark test by accounting for the number of pixels within that resolution. If you join the server at a resolution, i.e. higher number of pixels, you will be autokicked from the server, and will require that you either:

      • Join the server at the resolution you did the benchmark test at

      • Join the benchmark server at a higher resolution and update your test results with that resolution

        Note: If you fail the test at the higher resolution, you will not be able to participate.

  • FPS, Ping and Jitter Limitations:

    Whilst in the game, we still enforce FPS, ping and ping jitter limitations to ensure the most stable experience towards all participants. We eliminate the prospect of a laggy experience as much as possible.

    • The ping jitter limit is set to 30. What does the 30 mean? It is a standard deviation value that we must enforce to eliminate player warping and general player lag due to inconsistencies in their connection. It does not necessarily mean a jitter of 30 ms in your ping. Example:

      (160,90,80,82,94) <-- this is a spike of at least 70 ms, but a deviation value of 29.84. I spike of 50 ms in anyone is enough to cause a hiccup.

      Throughout the public beta, many of you have been urging to "fix" this jitter system when we are honestly serving you with it. In the Public Beta, the jitter limit was set to 100. This is what 100 looks like as a sample:

      (337,90,80,82,94) <-- a spike of near 250 ms. This is a full blown warp that cannot be caught in average ping, as this average is just 137 ms.

      The jitter system will kick anyone with an unstable connection, even low pingers that are jittering. It is the reason VW7 was a stable experience amidst the chaos in-game. Not a lot of servers enforce the jitter system but we do. So to players afflicted by this, if you want to participate, you are unfortunately going to need a better connection for the main event.

    • The minimum FPS required is 25 FPS. Since we have a benchmark test to eliminate PC's that are not up to scratch for the event, we do not really expect anyone to be kicked for this but it is still there just in case as this is an event with a lot of explosions. Failure to keep at the minimum FPS rate results in an autokick.

    • The ping limit is 300 ms. If you are averaging above 300 ms, you will be autokicked.




Suggestions

We've received quite a number of suggestions during the event, some of which we hope to take on. Some are flat out impossible, but we welcome guidance on how to rectify such if you as an experienced scripter yourself have found a way to pull it off.

One suggestion that was made as an example was to make enemy players appear on the map only when they shoot. Current VC:MP limitations doesn't allow for a player to be on the radar for some and off for others (i.e. consistently on the radar for his teammates yet off the radar for enemies).

Another suggestion was to have a top down view on the Bomber Plane you can toggle when you want to bomb. We plan on looking into this but as the gamemode is set in a fashion where anyone can spawn Bomber Planes and so on at any given point in time, we don't know how much of a load this would put on the server to process everyone, something we will investigate but the concept is very doable.

At the moment checkmarkers aren't on checkpoints, this will most definitely be added....when we figure out the bugs to do so in Java.

And other map additions to make the Ship accessible, it goes without question that those will be added, the beta is just a test of the script to find bugs as well as understand how well the server holds up. Also at the moment a fix must be employed to the autokick system in that even if you remain still after seeing the warning message, you will be kicked. That's not how it should be, so we working on that too.

Keep your suggestions coming, we are listening. Place them in the Suggestions board.



So with all that said, we hope to see you for the final event. The public beta is still open if you want to have a party or just want to check out the map. It's serving in both areas at the moment.

Use /reportbug to report any bugs in the script or map whilst you're ingame, we get the message to our Discord channel where we handle each report. Helps us greatly to track what's wrong rather than informal talk that we as humans can forget about.


11
News and Announcements / Public Announcement on Vice War 8
« on: November 25, 2019, 09:57:01 pm »
Our apologies for what will practically be a 1 year delay from the originally planned debut. The schedule for the VW team has just been too hectic, as many, myself included are still under pressures of schooling. But with the coming holiday season, we can finally, and I mean finally attempt to host the event. We were very close when we last tackled it, now it can be finished.

What's been happening?

Some may or may not have noticed that the VW board was temporarily removed. This was done till some time could be surely dedicated to it, time that would surely lead to its absolute launch, no more hiccups. Fixes were made silently throughout these months coming up to where all that has been required was some map fixes and a beta run. I have restored the boards sometime last week as a surety that we will host this event in the coming weeks; I had to ensure the team was active first.


So what's gonna happen?

We will be running a private beta this weekend, staff only. After all ticks there and we iron out any noted bugs, we hope to launch a public beta December 7th, 2019. It is on the day of the public beta that we will host both the public beta server and the Map Preview server in tandem. Finally, should all go well, we hope to launch the event on either December 21, 2019 or December 28th, 2019. We need your votes on availability to determine which date we will pick. Go here to cast your vote.

Registrations are still open, more info on how to register here.

As its been a very long break since the last time we've dealt with registration, all accounts with UID mismatches have been reset and will continue to be reset free of penalty until the launch of the public beta. When that date arrives, you will only be permitted1 UID reset after that. Remember that you still need to pass the benchmark test in order to participate in this Vice War -- this goes for the public beta as well.

12
Suggestions / Vice War 8 Launch Suggestions
« on: December 24, 2018, 02:16:48 pm »
It is with deep regret that I must bring the unfortunate news that I am forced to postpone Vice War 8, however, it is not a huge postpone at all. The idea is this.

For every Vice War, there has to be a beta at least a week before...the map development has missed that deadline. If it was regular VC map, then a beta would still go on in shortened time, but as its not, it is imperative we give the week for participants to get accustomed to the map.

So, the idea is that the 29th of December will now be the beta of VW, and the 5th of January will be the event. We apologize for the inconvenience once more. By vote, I want to know if this is ok with the participants.

If I see a resounding no, we'll figure something out, but if a resounding yes, we will go with this plan. Feel free to make suggestions however on dates that would be suitable for you and possibly the majority of the crowd.

13
Information and FAQs / Map Previewing
« on: December 18, 2018, 04:34:13 pm »
As we move closer to a beta (date not yet decided), the plan is to have two servers hosted. One server will be for the Public Beta, where we test the game-mode. This server will not be hosted for extended periods.

The other server will be a Map Preview server, whose function is solely for everyone to join at a time convenient to them to explore the brand new map.

This Map Preview server will run from the day of its debut to the official launch day of VW8: Renegade's Strife. You can take that time to learn the ins and outs of the map and its layout, develop your own strategies etc.

This server will be devoid of ALL game-mode specific features. It's just a server that allows you to traverse the map and explore; combat will not be possible.

Expected Features:
  • God mode
  • No weapons
  • Goto, gotoloc, and saveloc functions
  • Spawn vehicle support





14
Diplomacy and Registration / [INFO] Account Status of Applicants
« on: December 18, 2018, 02:38:24 pm »
Let me explain a little bit further about the account status of a person. You have 5 statuses.

  • Unverified
  • Verified
  • Discarded
  • Rejected
  • Approved


Unverified means that you have failed to complete the benchmark test, whether that is you never did the benchmark or you didn't finish all 4 tests and have them on record. You must complete all 4 tests in order to be verified. The following persons need to run the benchmark in order to be considered:

  • [VU]DiaZ
  • [MKt]Danish
  • [UFt]Dizaster (complete Test 4)
  • KaMRaN.
  • VU_T.Febulous.
  • [RF]Force
  • =KF=JiNX
  • umar4911
  • [EAF]Silent
  • LOGiC
  • [KM]Helathien


Discarded for most of you means that you failed one or more of the 4 benchmarking tests. There are exceptions to this but this is the typical case scenario. It does NOT mean you have been rejected and have no further chance to join Vice War. The following persons thus need to pass the test in order to be verified:

  • [F2]WiLD_HuNteR
  • [FCr]Gito
  • Lagger
  • Sheep
  • Metal
  • Vatan
  • [MKt]Enzo
You all have failed one of the 4 tests, some of you it is just Test 4 that you failed. You must lower your resolution to get a better score for Test 4. Once you do, then you will be verified and will continue on into the application process.



Rejected means that we have denied your application completely and you will be unable to participate in Vice War. Grounds for this decision comes mainly from recent misconduct (hacking). Rejection has nothing to do with your benchmark results however.

15
Diplomacy and Registration / Declare your Allegiance
« on: December 18, 2018, 05:43:09 am »
Post your clan's or fighting group's allegiance as a reply here.


Lets start with the declaration that Vice Underdogs is siding the Red team

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