https://wiki.wesnoth.org/api.php?action=feedcontributions&user=Thrawn&feedformat=atomThe Battle for Wesnoth Wiki - User contributions [en]2024-03-29T04:43:42ZUser contributionsMediaWiki 1.31.16https://wiki.wesnoth.org/index.php?title=Template:Under_Construction&diff=21095Template:Under Construction2008-01-23T03:48:24Z<p>Thrawn: </p>
<hr />
<div>This page is being revised. Please ask in [http://www.wesnoth.org/forum/viewtopic.php?t=19462 this forum thread], to coordinate with the reviser before beginning your own edit.<br />
<br />
Alternatively, simply post in the related discussion page (or create one if it doesn't already exist)</div>Thrawnhttps://wiki.wesnoth.org/index.php?title=Template:Under_Construction&diff=21094Template:Under Construction2008-01-23T03:47:23Z<p>Thrawn: </p>
<hr />
<div>This page is being revised. Please ask in [http://www.wesnoth.org/forum/viewtopic.php?t=19462] this forum thread, to coordinate with the reviser before beginning your own edit.<br />
<br />
Alternatively, simply post in the related discussion page (or create one if it doesn't already exist)</div>Thrawnhttps://wiki.wesnoth.org/index.php?title=Template:Under_Construction&diff=21091Template:Under Construction2008-01-23T03:30:37Z<p>Thrawn: </p>
<hr />
<div>This page is being revised. Please ask in http://www.wesnoth.org/forum/viewtopic.php?t=19462, to coordinate with the reviser before beginning your own edit.<br />
<br />
Alternatively, simply post in the related discussion page (or create one if it doesn't already exist)</div>Thrawnhttps://wiki.wesnoth.org/index.php?title=Template:Under_Construction&diff=21089Template:Under Construction2008-01-23T03:28:18Z<p>Thrawn: </p>
<hr />
<div>This page is being revised. Please ask in http://www.wesnoth.org/forum/viewtopic.php?t=19462, to coordinate with the reviser.<br />
<br />
Alternatively, simply post in the related discussion page (or create one if it doesn't already exist)</div>Thrawnhttps://wiki.wesnoth.org/index.php?title=Talk:PlayingOrcs&diff=21059Talk:PlayingOrcs2008-01-22T01:52:44Z<p>Thrawn: </p>
<hr />
<div>people post discussion if any here...</div>Thrawnhttps://wiki.wesnoth.org/index.php?title=How_to_create_motion_blurs&diff=21046How to create motion blurs2008-01-21T18:41:03Z<p>Thrawn: </p>
<hr />
<div>How to create motion blurs - aka the "swooshes" that trail after a fast-moving weapon<br />
<br />
Here, weapons can be divided into two different categories, those being slashing weapons (maces included), and thrusting weapons, like spears.<br />
<br />
There are two things you need to do - first, you need to visualize correctly the way that the weapon will move through the air. This needs to get "collapsed" into a two-dimensional drawing of it's path. Nothing will goof up a motion blur more than having an incorrect path, and unfortunately, I can't really help with this, my best advice is really to just watch either a friend swinging a mock weapon (or oneself in a mirror), or a movie wherein the characters look competent in the use of their weaponry.<br />
<br />
The second thing is how you draw that path, and this I can teach. In earlier versions of wesnoth, and in a number of our existing unit animations, the motion blur would be a shape filled with a solid color, set to high transparency.<br />
<br />
There's a better way to do this, which is to use the smudge tool in either photoshop or the gimp. Create a new layer to put the motion blur in, and set the smudge tool to sample it's values from all layers. Set it to a very small pixel width (about 1 pixel), and carefully touch down with it in the brightest color of the weapon. Drag this out in an arc, following the movement path of the weapon. These trails should be longer at points where the weapon is moving faster, and should be thicker where the weapon is thickest - the thin tips of most swords do not have the most opaque blur.<br />
<br />
<br />
I'll add images to this tutorial as soon as I create another motion blur for a weapon.<br />
<br />
==See Also==<br />
*[[Basic Animation Tutorial]]<br />
*[[Art Tutorials]]<br />
*[[Create Art]]<br />
<br />
[[Category: Art Tutorials]]</div>Thrawnhttps://wiki.wesnoth.org/index.php?title=How_to_create_motion_blurs&diff=21045How to create motion blurs2008-01-21T18:39:46Z<p>Thrawn: /* See Also */</p>
<hr />
<div>How to create motion blurs - aka the "swooshes" that trail after a fast-moving weapon<br />
<br />
Here, weapons can be divided into two different categories, those being slashing weapons (maces included), and thrusting weapons, like spears.<br />
<br />
There are two things you need to do - first, you need to visualize correctly the way that the weapon will move through the air. This needs to get "collapsed" into a two-dimensional drawing of it's path. Nothing will goof up a motion blur more than having an incorrect path, and unfortunately, I can't really help with this, my best advice is really to just watch either a friend swinging a mock weapon (or oneself in a mirror), or a movie wherein the characters look competent in the use of their weaponry.<br />
<br />
The second thing is how you draw that path, and this I can teach. In earlier versions of wesnoth, and in a number of our existing unit animations, the motion blur would be a shape filled with a solid color, set to high transparency.<br />
<br />
There's a better way to do this, which is to use the smudge tool in either photoshop or the gimp. Create a new layer to put the motion blur in, and set the smudge tool to sample it's values from all layers. Set it to a very small pixel width (about 1 pixel), and carefully touch down with it in the brightest color of the weapon. Drag this out in an arc, following the movement path of the weapon. These trails should be longer at points where the weapon is moving faster, and should be thicker where the weapon is thickest - the thin tips of most swords do not have the most opaque blur.<br />
<br />
<br />
I'll add images to this tutorial as soon as I create another motion blur for a weapon.<br />
<br />
==See Also==<br />
*[[Basic Animation Tutorial]]<br />
*[[Art Tutorials]]<br />
*[[Create Art]]</div>Thrawnhttps://wiki.wesnoth.org/index.php?title=How_to_create_motion_blurs&diff=21044How to create motion blurs2008-01-21T18:39:07Z<p>Thrawn: </p>
<hr />
<div>How to create motion blurs - aka the "swooshes" that trail after a fast-moving weapon<br />
<br />
Here, weapons can be divided into two different categories, those being slashing weapons (maces included), and thrusting weapons, like spears.<br />
<br />
There are two things you need to do - first, you need to visualize correctly the way that the weapon will move through the air. This needs to get "collapsed" into a two-dimensional drawing of it's path. Nothing will goof up a motion blur more than having an incorrect path, and unfortunately, I can't really help with this, my best advice is really to just watch either a friend swinging a mock weapon (or oneself in a mirror), or a movie wherein the characters look competent in the use of their weaponry.<br />
<br />
The second thing is how you draw that path, and this I can teach. In earlier versions of wesnoth, and in a number of our existing unit animations, the motion blur would be a shape filled with a solid color, set to high transparency.<br />
<br />
There's a better way to do this, which is to use the smudge tool in either photoshop or the gimp. Create a new layer to put the motion blur in, and set the smudge tool to sample it's values from all layers. Set it to a very small pixel width (about 1 pixel), and carefully touch down with it in the brightest color of the weapon. Drag this out in an arc, following the movement path of the weapon. These trails should be longer at points where the weapon is moving faster, and should be thicker where the weapon is thickest - the thin tips of most swords do not have the most opaque blur.<br />
<br />
<br />
I'll add images to this tutorial as soon as I create another motion blur for a weapon.<br />
<br />
==See Also==<br />
[[Basic Animation Tutorial]]<br />
[[Art Tutorials]]<br />
[[Create Art]]</div>Thrawnhttps://wiki.wesnoth.org/index.php?title=Create_Art&diff=21043Create Art2008-01-21T18:24:25Z<p>Thrawn: </p>
<hr />
<div>{| style="float:right; margin-left:1em;"<br />
|__TOC__<br />
|}<br />
<br />
== Getting Started ==<br />
<br />
=== General Information ===<br />
<br />
Graphic artists usually meet on the [http://www.wesnoth.org/forum/viewforum.php?f=9 artwork development forum] or on the [http://www.wesnoth.org/forum/viewforum.php?f=18 restricted art development forum]. The former is a great place to post and discuss new and current Wesnoth art and graphics, and the latter to see what the art development team is working on.<br />
<br />
Unit and terrain art is stored in the portable network graphics (PNG) format. Each frame of a unit animation, and each variation of a terrain is stored as a separate .png file in the "images" subdirectory of wesnoth, and generally these files will be 72 x 72 pixels (the size of Wesnoth's basic hexagonal tile) with an alpha channel (a part of the file that indicates how transparent each pixel is). When creating your own images, you can test them without overwriting any game data by putting them in your userdata directory (see [[EditingWesnoth]] for details on Wesnoth's directory structure). The game also supports JPEG images, though these are better suited for story art.<br />
<br />
To edit these graphics, you'll need some program capable of creating PNGs - some of the programs in the following list are free, open-source software, and will do the job nicely: [[Art Programs]]<br />
<br />
If you need some inspiration, we have a [[GraphicLibrary|Graphics Library]] which collects art posted on the forum. You can use this for ideas, and as a scrap heap for different parts of unit images (a technique described [[Give Your Hero A Personality|here]]).<br />
<br />
=== Roadmap ===<br />
A list of what's being done and what needs doing:<br />
* '''[[Tiles Status]]''' - a roadmap/plan of sorts for future work on terrain tiles<br />
* [http://www.wesnoth.org/forum/viewtopic.php?t=9162&sid=21cf168d2b077d06bb0017c059b4add6 A list] of current work that needs to be done with sprites.<br />
<br />
== Art Tutorials ==<br />
<br />
These are a work-in-progress, and describe both how to make art fit into wesnoth's style, as well as giving some considerable tips on drawing in general. Especially useful is the [[External Tutorials]] page which lists a large number of art tutorials available on the web.<br />
<br />
=== General Art and Computer Graphics ===<br />
* [[Using the Levels Adjustment]] - making scanned pencil drawings ''not'' look washed out.<br />
* [[Extending dynamic range]] - The Grooviest (so far) tutorial about extending the dynamic range of images and how this technique can be used to make better scans of pencil drawings.<br />
* [[Scanning with camera]] - How to transfer real-life art to computer using a digital camera instead of a scanner.<br />
* [[How to Anti-Alias Sprite Art]] - A means of removing the jagged edges on pixel lines<br />
* [[Art Supplies]] - What physical items you need to do larger cell-shaded art like that of Jetryl/Jormungadr/et al<br />
* [[Inking With Pencils|Computer Inking a Sketch]] - Info from Jason Lutes on his portrait workflow<br />
* [[Scaling Digital Images]] - how to properly resize an image on a computer<br />
* [[How to Shade]] - at attempt at tackling a very complicated topic<br />
* [[Cartography for Wesnoth|How to make Wesnoth-style Maps ]] - Kestenvarn's tricks of the trade<br />
* [[Designing weapons and armour]] - Advice from zookeeper on designing realistic weapons for your characters<br />
* [[Making portrait art in vector]] - Sgt. Groovy's complete tutorial for making Wesnoth unit portraits in vector graphics.<br />
<br />
=== [[Terrain|Terrain Graphics]] ===<br />
<br />
The following is information specific to drawing terrain for Wesnoth. Read Frame's "Tiles Tutorial" for a good overview of how terrain graphics work.<br />
<br />
* [[Tiles Tutorial]] - Frame's tutorial describing the process of making terrain tiles in wesnoth, and how they interact with adjacent tiles.<br />
* [[How To Make Seamless Tiles]] - The tutorial is aimed at Photoshop users, but the technique is similar with The GIMP.<br />
* [[Seamless Tiles Using Inkscape]] - This tutorial teaches a method for making seamless hex tiles in vector craphics (to be rendered in raster).<br />
* [[Turning Square Tiles into Hex]] - Nifty tricks for transforming square (or any rectangle) shaped seamless tiles into hexagon seamless tiles.<br />
* [[CastleTutorial|Castle Tutorial]] - A description of how Wesnoth's castle tiles work (needs updating, but useful nonetheless)<br />
* [[MultiHexTutorial|Multi-Hex Tiling Tutorial]] - A description of how multi-hex tiles work.<br />
* [[Editing Castles]] - Instructions for how to make/edit castles (and other corner-based terrains) using yobbo's GIMP script.<br />
<br />
These describe the system used to specify how terrains behave in game:<br />
* [[TerrainLettersWML]] - A list of the letters used to represent terrain types.<br />
* [[TerrainGraphicsWML]] - If you really need to get technical, start here.<br />
* [http://www.anathas.org/ayin/wesnoth/doc/terrain_graphics_wml Ayin's Terrain Graphics document] - If you really, ''really'' need to get technical, this describes the terrain graphics WML system in depth.<br />
<br />
=== Sprite Art ===<br />
The following are different tutorials about sprite work compiled by various wesnoth sprite artists. These will give you the most specific-to-wesnoth information about making sprites, and are well worth a read.<br />
<br />
* [[Creating Unit Art]] - a list of specifications you will need to match.<br />
* [[Give Your Hero A Personality]] - tricks for editing existing images, including some clip art.<br />
* [[Basic Animation Tutorial]] - or "How to Animate Sprites for Dummies," covering the basic theory, and all of the mistakes to avoid.<br />
* [[Advanced Animation Tutorial]] - how to wire in the animation frames to units in a way that makes the animation look good in-game. Doesn't cover any drawing as such, but focuses on timing conventions and some standard techniques for getting as much as possible out of the frames that are already drawn.<br />
* [[Team Color Shifting]] - how to use our new team color system.<br />
* [[Creating Shadows Under Units]] - how we create the shadows for the units in-game<br />
* [[Making Bow Animations]] - the current standard for how we want bow animations to work<br />
* [[Rotate Pixel Art Without Blurring]]<br />
* [[Creating a scratch built sprite]] - an attempt to show some ways creating a sprite from scratch<br />
* [[How to create motion blurs]]- a simple explanation on how to create attack animation weapon blurs<br />
<br />
=== External Tutorials ===<br />
The following page contains dozens of links to tutorials covering all manner of artwork, including sprite art. These were not made by wesnoth artists, but should prove very useful for general instruction.<br />
<br />
* [[External Tutorials]]<br />
<br />
== See Also ==<br />
* [[Create]]<br />
* [[EditingWesnoth]]<br />
* [[GraphicLibrary]] - Lots of usercontributed graphics (most should be GPL'ed)<br />
* [[Project]]<br />
* [http://wesnoth.dbzer0.com/blog/wpg2 External Graphic Library] - A project to better organize the art of Wesnoth.</div>Thrawnhttps://wiki.wesnoth.org/index.php?title=User:Thrawn&diff=20510User:Thrawn2008-01-06T04:28:24Z<p>Thrawn: </p>
<hr />
<div>== Name: ==<br />
Nicholas Kerpan<br />
IM: stviers<br />
SN: Thrawn, St.Viers<br />
== Age: ==<br />
19, but subject to change annually<br />
<br />
== Projects: ==<br />
1.modding the forums<br />
---trying to stop people from being too shitty. Progressively harder<br />
2. Giving critique<br />
---I can't produce art, but I know the theory. Perhaps soon I'll be more active with my own stuff.<br />
== Hobbies ==<br />
1.SSB:M<br />
2.Ping-pong<br />
3.Hating myself</div>Thrawnhttps://wiki.wesnoth.org/index.php?title=User:Thrawn&diff=9784User:Thrawn2006-05-31T15:05:15Z<p>Thrawn: </p>
<hr />
<div>== Name: ==<br />
Nicholas Kerpan<br />
internet names(no IM):Thrawn, St. Viers, nick<br />
<br />
== Age: ==<br />
17, but subject to change annually<br />
<br />
== Projects: ==<br />
(in order of priority)<br />
<br />
Elvish Portraits [http://www.wesnoth.org/forum/viewtopic.php?t=9458&start=0]<br />
<br />
<br />
Steppes Orcs [http://www.wesnoth.org/forum/viewtopic.php?t=9094](not needed anymore)<br />
<br />
Outcasts (died)<br />
<br />
life<br />
<br />
== Hobbies ==<br />
<br />
wesnoth<br />
<br />
art<br />
<br />
clarinet<br />
<br />
strategy games<br />
<br />
archery<br />
<br />
sarcasm and dark humor</div>Thrawnhttps://wiki.wesnoth.org/index.php?title=Create_Art&diff=8219Create Art2006-03-17T15:24:43Z<p>Thrawn: /* General Information */</p>
<hr />
<div>== Getting Started ==<br />
<br />
=== General Information ===<br />
<br />
Graphic artists usually meet on the [http://www.wesnoth.org/forum/viewforum.php?f=9 artwork development forum] or on the [http://www.wesnoth.org/forum/viewforum.php?f=18 restricted art development forum]. The former is a great place to post and discuss new and current Wesnoth art and graphics, and the latter to see what the art development team is working on.<br />
<br />
Unit and terrain art is stored in the portable network graphics (PNG) format. Each frame of a unit animation, and each variation of a terrain is stored as a separate .png file in the "images" subdirectory of wesnoth, and generally these files will be 72 x 72 pixels (the size of Wesnoth's basic hexagonal tile) with an alpha channel (a part of the file that indicates how transparent each pixel is). When creating your own images, you can test them without overwriting any game data by putting them in your userdata directory (see [[EditingWesnoth]] for details on Wesnoth's directory structure). The game also supports JPEG images, though these are better suited for story art.<br />
<br />
To edit these graphics, you'll need some program capable of creating PNGs - some of the programs in the following list are free, open-source software, and will do the job nicely: [[Art Programs]]<br />
<br />
If you need some inspiration, we have a [[GraphicLibrary|Graphics Library]] which collects art posted on the forum. You can use this for ideas, and as a scrap heap for different parts of unit images (a technique described [[Give Your Hero A Personality|here]]). One of the best examples of the library's content came from the project artist "Neoriceisgood," which can be seen in the following [http://www.wesnoth.org/forum/viewtopic.php?t=4466 forum thread].<br />
<br />
=== Roadmap ===<br />
A list of what's being done and what needs doing:<br />
* '''[[Tiles Status]]''' - a roadmap/plan of sorts for future work on terrain tiles<br />
* [http://www.wesnoth.org/forum/viewtopic.php?t=9162&sid=21cf168d2b077d06bb0017c059b4add6 A list] of current work that needs to be done with sprites.<br />
<br />
<br />
== Art Tutorials ==<br />
<br />
These are a work-in-progress, and describe both how to make art fit into wesnoth's style, as well as giving some considerable tips on drawing in general. Especially useful is the [[External Tutorials]] page which lists some very good art tutorials available on the web.<br />
<br />
=== General Computer Graphics ===<br />
* [[How to Anti-Alias Sprite Art]] - A means of removing the jagged edges on pixel lines<br />
* [[Art Supplies]] - What physical items you need to do larger cell-shaded art like that of Jetryl/Jormungadr/et al<br />
* [[Inking With Pencils|Computer Inking a Sketch]] - Info from Jason Lutes on his portrait workflow<br />
* [[Scaling Digital Images]] - how to properly resize an image on a computer<br />
<br />
=== [[Terrain|Terrain Graphics]] ===<br />
<br />
The following is information specific to drawing terrain for Wesnoth. Read Frame's "Tiles Tutorial" for a good overview of how terrain graphics work.<br />
<br />
* [[Tiles Tutorial]] - Frame's tutorial describing the process of making terrain tiles in wesnoth, and how they interact with adjacent tiles.<br />
* [[How To Make Seamless Tiles]] - The tutorial is aimed at Photoshop users, but the technique is similar with The GIMP.<br />
* [[CastleTutorial|Castle Tutorial]] - A description of how Wesnoth's castle tiles work (needs updating, but useful nonetheless)<br />
* [[MultiHexTutorial|Multi-Hex Tiling Tutorial]] - A description of how multi-hex tiles work.<br />
* [[Editing Castles]] - Instructions for how to make/edit castles (and other corner-based terrains) using yobbo's GIMP script.<br />
<br />
These describe the system used to specify how terrains behave in game:<br />
* [[TerrainLettersWML]] - A list of the letters used to represent terrain types.<br />
* [[TerrainGraphicsWML]] - If you really need to get technical, start here.<br />
* [http://www.anathas.org/ayin/wesnoth/doc/terrain_graphics_wml Ayin's Terrain Graphics document] - If you really, ''really'' need to get technical, this describes the terrain graphics WML system in depth.<br />
<br />
=== Sprite Art ===<br />
The following are different tutorials about sprite work compiled by various wesnoth sprite artists. These will give you the most specific-to-wesnoth information about making sprites, and are well worth a read.<br />
<br />
* [[Creating Unit Art]] - a list of specifications you will need to match.<br />
* [[Give Your Hero A Personality]] - tricks for editing existing images, including some clip art.<br />
* [[Basic Animation Tutorial]] - or "How to Animate Sprites for Dummies," covering the basic theory, and all of the mistakes to avoid.<br />
* [[Team Color Shifting]] - how to use our new team color system (only for wesnoth 1.1 or greater).<br />
* [[Creating Shadows Under Units]] - how we create the shadows for the units in-game<br />
* [[Making Bow Animations]] - the current standard for how we want bow animations to work<br />
<br />
=== External Tutorials ===<br />
The following page contains dozens of links to tutorials covering all manner of artwork, including sprite art. These were not made by wesnoth artists, but should prove very useful for general instruction.<br />
<br />
* [[External Tutorials]]<br />
<br />
== See Also ==<br />
* [[Create]]<br />
* [[EditingWesnoth]]<br />
* [[GraphicLibrary]] - Lots of usercontributed graphics (most should be GPL'ed)<br />
* [[Project]]</div>Thrawnhttps://wiki.wesnoth.org/index.php?title=Create_Art&diff=8218Create Art2006-03-17T15:24:07Z<p>Thrawn: /* General Information */</p>
<hr />
<div>== Getting Started ==<br />
<br />
=== General Information ===<br />
<br />
Graphic artists usually meet on the [http://www.wesnoth.org/forum/viewforum.php?f=9 artwork development forum] or on the [http://www.wesnoth.org/forum/viewforum.php?f=18] restricted art development forum. The former is a great place to post and discuss new and current Wesnoth art and graphics, and the latter to see what the art development team is working on.<br />
<br />
Unit and terrain art is stored in the portable network graphics (PNG) format. Each frame of a unit animation, and each variation of a terrain is stored as a separate .png file in the "images" subdirectory of wesnoth, and generally these files will be 72 x 72 pixels (the size of Wesnoth's basic hexagonal tile) with an alpha channel (a part of the file that indicates how transparent each pixel is). When creating your own images, you can test them without overwriting any game data by putting them in your userdata directory (see [[EditingWesnoth]] for details on Wesnoth's directory structure). The game also supports JPEG images, though these are better suited for story art.<br />
<br />
To edit these graphics, you'll need some program capable of creating PNGs - some of the programs in the following list are free, open-source software, and will do the job nicely: [[Art Programs]]<br />
<br />
If you need some inspiration, we have a [[GraphicLibrary|Graphics Library]] which collects art posted on the forum. You can use this for ideas, and as a scrap heap for different parts of unit images (a technique described [[Give Your Hero A Personality|here]]). One of the best examples of the library's content came from the project artist "Neoriceisgood," which can be seen in the following [http://www.wesnoth.org/forum/viewtopic.php?t=4466 forum thread].<br />
<br />
=== Roadmap ===<br />
A list of what's being done and what needs doing:<br />
* '''[[Tiles Status]]''' - a roadmap/plan of sorts for future work on terrain tiles<br />
* [http://www.wesnoth.org/forum/viewtopic.php?t=9162&sid=21cf168d2b077d06bb0017c059b4add6 A list] of current work that needs to be done with sprites.<br />
<br />
<br />
== Art Tutorials ==<br />
<br />
These are a work-in-progress, and describe both how to make art fit into wesnoth's style, as well as giving some considerable tips on drawing in general. Especially useful is the [[External Tutorials]] page which lists some very good art tutorials available on the web.<br />
<br />
=== General Computer Graphics ===<br />
* [[How to Anti-Alias Sprite Art]] - A means of removing the jagged edges on pixel lines<br />
* [[Art Supplies]] - What physical items you need to do larger cell-shaded art like that of Jetryl/Jormungadr/et al<br />
* [[Inking With Pencils|Computer Inking a Sketch]] - Info from Jason Lutes on his portrait workflow<br />
* [[Scaling Digital Images]] - how to properly resize an image on a computer<br />
<br />
=== [[Terrain|Terrain Graphics]] ===<br />
<br />
The following is information specific to drawing terrain for Wesnoth. Read Frame's "Tiles Tutorial" for a good overview of how terrain graphics work.<br />
<br />
* [[Tiles Tutorial]] - Frame's tutorial describing the process of making terrain tiles in wesnoth, and how they interact with adjacent tiles.<br />
* [[How To Make Seamless Tiles]] - The tutorial is aimed at Photoshop users, but the technique is similar with The GIMP.<br />
* [[CastleTutorial|Castle Tutorial]] - A description of how Wesnoth's castle tiles work (needs updating, but useful nonetheless)<br />
* [[MultiHexTutorial|Multi-Hex Tiling Tutorial]] - A description of how multi-hex tiles work.<br />
* [[Editing Castles]] - Instructions for how to make/edit castles (and other corner-based terrains) using yobbo's GIMP script.<br />
<br />
These describe the system used to specify how terrains behave in game:<br />
* [[TerrainLettersWML]] - A list of the letters used to represent terrain types.<br />
* [[TerrainGraphicsWML]] - If you really need to get technical, start here.<br />
* [http://www.anathas.org/ayin/wesnoth/doc/terrain_graphics_wml Ayin's Terrain Graphics document] - If you really, ''really'' need to get technical, this describes the terrain graphics WML system in depth.<br />
<br />
=== Sprite Art ===<br />
The following are different tutorials about sprite work compiled by various wesnoth sprite artists. These will give you the most specific-to-wesnoth information about making sprites, and are well worth a read.<br />
<br />
* [[Creating Unit Art]] - a list of specifications you will need to match.<br />
* [[Give Your Hero A Personality]] - tricks for editing existing images, including some clip art.<br />
* [[Basic Animation Tutorial]] - or "How to Animate Sprites for Dummies," covering the basic theory, and all of the mistakes to avoid.<br />
* [[Team Color Shifting]] - how to use our new team color system (only for wesnoth 1.1 or greater).<br />
* [[Creating Shadows Under Units]] - how we create the shadows for the units in-game<br />
* [[Making Bow Animations]] - the current standard for how we want bow animations to work<br />
<br />
=== External Tutorials ===<br />
The following page contains dozens of links to tutorials covering all manner of artwork, including sprite art. These were not made by wesnoth artists, but should prove very useful for general instruction.<br />
<br />
* [[External Tutorials]]<br />
<br />
== See Also ==<br />
* [[Create]]<br />
* [[EditingWesnoth]]<br />
* [[GraphicLibrary]] - Lots of usercontributed graphics (most should be GPL'ed)<br />
* [[Project]]</div>Thrawnhttps://wiki.wesnoth.org/index.php?title=User:Thrawn&diff=6978User:Thrawn2006-02-02T21:27:43Z<p>Thrawn: </p>
<hr />
<div>== Name: ==<br />
Nicholas Kerpan<br />
<br />
== Age: ==<br />
17, but subject to change annually<br />
<br />
== Projects: ==<br />
(in order of priority)<br />
<br />
Elvish Portraits [http://www.wesnoth.org/forum/viewtopic.php?t=9458&start=0]<br />
<br />
Spacenoth [http://www.arcune.org]<br />
<br />
Steppes Orcs [http://www.wesnoth.org/forum/viewtopic.php?t=9094]<br />
<br />
Outcasts<br />
<br />
life<br />
<br />
== Hobbies ==<br />
<br />
wesnoth<br />
<br />
art<br />
<br />
clarinet<br />
<br />
strategy games<br />
<br />
archery<br />
<br />
sarcasm and dark humor</div>Thrawn