Astuur
Topic Opener
Joined: 2009-02-28, 09:08
Posts: 733
One Elder of Players
Location: Frankfurt / Germany
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Posted at: 2011-05-17, 10:04
I have worked on new stones for the Greenland quarries.
As I have mentioned before, the existing ones looked a bit sterile and artificial to me.
Also they looked like they only needed to be taken away, not actually cut.
For these reasons I always liked the Blackland stone better.
So I have started with those as my models.
I wanted to show some lichen-, and moss-overgrown regions on the rocks, and have therefore added
some slightly colored patches.
Also thought that a bit darker than the existing models,might work better;
but not too dark to make the stones in front of the quarry hut look incredible.
I have placed the stones in a way that the stonemason "climbs" onto them, when working.
If you accept that, I think they are aligned perfectly already.
It looks okay, I think.
I don't know, if you like the new stones; they are quite a change from what we know.
Cast your vote, and tell me if you'd like anything changed, or rather stick with the old ones anyhow.
There are yet no models for winterland and desert, but they can be made of course.
Here is again the comparison
OpenGL version look almost similar.
Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. I am on Win32, have no means to compile, and rely on prefabricated distributions (Thanks to Tino).
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Venatrix
Joined: 2010-10-05, 19:31
Posts: 447
Tribe Member
Location: Germany
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Posted at: 2011-05-17, 17:48
They definitely look more natural. Theyre only missing their shadows.
When they become smaller due to the quarrys work, it look like the changes seem reasonable. Can you confirm that?
Two is the oddest prime.
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Astuur
Topic Opener
Joined: 2009-02-28, 09:08
Posts: 733
One Elder of Players
Location: Frankfurt / Germany
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Posted at: 2011-05-17, 18:08
I knew you would notice, Venatrix
I was working on it
The blackland versions have only a very tiny shadow, hardly visible.
I was too lazy at first to do that, not knowing whether anybody would want the stones,
but then I thought that judgement was hard without a shadow.
Shadow is tricky, and I hate doing it by hand.
I have this time decided to go for a more upright shadow, since it will predominantly show on
other stones, i.e. a vertical surface.
Yes, there is always a part taken away from the pile.
It's not a totally correct sequence, but okay by and large if you're not too critical.
Well, here they are.
![](http://www.uobod.de/help/shaded_OpenGL.png)
and the download link (conf included) is here
Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. I am on Win32, have no means to compile, and rely on prefabricated distributions (Thanks to Tino).
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SirVer
Joined: 2009-02-19, 14:18
Posts: 1440
One Elder of Players
Location: Germany - Munich
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Posted at: 2011-05-18, 08:37
I think the shadow is at a wrong angle. I understand your upright argument, but it still looks funny compared to the trees. Otherwise: nice work!
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Astuur
Topic Opener
Joined: 2009-02-28, 09:08
Posts: 733
One Elder of Players
Location: Frankfurt / Germany
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Posted at: 2011-05-18, 10:26
Yeah, I'm myself not really happy with it!
But you can't draw a decent shadow if you have it fall onto surfaces with different XYZ orientations.
BTW, our old stones seem to have the same "upright" shadow problem and
trees' shadows typically fall on the flat ground - that makes it easier.
So it's always a foul compromize.
The truth is, that you see the shadows best on the ground - that's where you notice it.
So maybe the 45° might look better after all.
I'll try to come up with something that at least "feels" a bit better-
need more time ...
Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. I am on Win32, have no means to compile, and rely on prefabricated distributions (Thanks to Tino).
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Astuur
Topic Opener
Joined: 2009-02-28, 09:08
Posts: 733
One Elder of Players
Location: Frankfurt / Germany
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Posted at: 2011-05-20, 19:57
Next attempt: stones with 45° 75% length compressed shadow ~ +/- the tree shadows.
Better?
D/L archive not yet updated (no time now)
![](http://www.uobod.de/help/45shadow.png)
Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. I am on Win32, have no means to compile, and rely on prefabricated distributions (Thanks to Tino).
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SirVer
Joined: 2009-02-19, 14:18
Posts: 1440
One Elder of Players
Location: Germany - Munich
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Posted at: 2011-05-20, 20:22
This rocks! (This was the most clever pun I did all week. Thanks for noticing
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Astuur
Topic Opener
Joined: 2009-02-28, 09:08
Posts: 733
One Elder of Players
Location: Frankfurt / Germany
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Posted at: 2011-05-21, 05:35
The archive newstones.rar
has been updated with the new models for greenland quarry stones.
Also included similar "shaded" models of the blackland stones.
Edited: 2011-05-21, 09:52
Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. I am on Win32, have no means to compile, and rely on prefabricated distributions (Thanks to Tino).
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Gannaf
Joined: 2010-06-21, 23:10
Posts: 47
Pry about Widelands
Location: Germany, Bird Mountain
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Posted at: 2011-05-21, 23:30
Am I the only one seeing a rabbit in there?^^ Its like a chocolate rabbit with upstanding ears - half back view. This irritates me somehow
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Astuur
Topic Opener
Joined: 2009-02-28, 09:08
Posts: 733
One Elder of Players
Location: Frankfurt / Germany
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Posted at: 2011-05-22, 05:54
Haven't seen it, before you mentioned it.
Now it's hard not to see it.
This rabbit?
Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. I am on Win32, have no means to compile, and rely on prefabricated distributions (Thanks to Tino).
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