Topic: Empire "Re-Roofing" Project
chuckw Topic Opener |
Posted at: 2011-08-20, 06:00
I've pushed new working animation for the smelting_works in rev #5942. I see little people. Top Quote |
Astuur |
Posted at: 2011-08-20, 12:20
I finally came around to install the new weaponsmithy and armoury in the game.
Using just Firefox, I was not able too get files that are "modified" and not new. It's always the menu.png and the conf file. Strange!
Does ist pay too install bazaar for me? Fine stuff! I am not sure it can be amended with adjusting the hotspot. Here is another thing:
Can't help it, ...our new armoury in the idle state looks a bit like the local graveyard, with all those crosses standing there.:) The problem of the wares jumping into existence made me think a bit.
There is no real solution for it - even blending them in seems not perfect. What else? Smeltworks! Okay, hope I have not forgotten anything important. Ah, .. if you should come to some building where it seems that designing your own looks easier than revamping, you may consider building something like an atrium house .. which was the preferred type (as ths S2 developpers knew obviously ) Still working on the swamp. Got an idea, finally, and I hope I have something to show you this evening... (keep your fingers crossed!) 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. |
chuckw Topic Opener |
Posted at: 2011-08-22, 23:20
A re-worked armoursmithy has been pushed with rev# 5946. I think you will notice the change in the working animation Edit - Here is a still frame from that new working animation for those of you who may not have access to Launchpad. Edited: 2011-08-23, 01:34
I see little people. Top Quote |
chuckw Topic Opener |
Posted at: 2011-08-23, 01:49
I've always WANTED to incorporate the resident worker into the production sites' working animation. (see the farms and the barbarian fernery, as well as the atlantean shipyard) That desire has not changed with the empire re-roofing project. Because worker animation is a far more complex pursuit compared to "inanimate objects, I prefer to get majority acceptance of the building design and other details before tackling that animation. Minor changes in the placement of particular elements can have far-ranging impact on animations and renderings that may have previously been completed.
Don't worry. It's just smoke and mirrors. I agree that inanimate things should not move of their own accord. However, if we didn't have the 3d models of the workers to draw from, I would probably argue otherwise.
I don't feel a need to coordinate the working animation with the delivery of the wares, nor do I think we need to pace the work to the production cycle. I think it is sufficient just to indicate "something is being done" when the building is in the working sequence at the image scale we are using for the game engine. It isn't necessary to use a microscope to build something that will only be seen through a telescope.
We'll use the slab for the actual iron ware, but I'm not going to change the form at the smelting_works. (See my "telescope" comment above.)
For those who may not have seen S2 or know what an "atrium house" is, here is an prototypical example: Thanks again for the great input. Keep it coming, all of you! Edited: 2011-08-23, 02:36
I see little people. Top Quote |
Nasenbaer |
Posted at: 2011-08-23, 13:48
Hi :), first of all: Great work ! And for the record:
this should not be a problem. Create a new animation section like [produce_apple_pie] and fill in all needed entries. afterwards replace the "show_animation idle" command (I do not know the real call name for show_animation at the moment, as I am not in front of a widelands machine, but hopefully you find out, what I am talking about ) with "show_animation produce_apple_pie" in the work section that produces apple pie ;). Cheers Peter Edited: 2011-08-23, 13:50
Top Quote |
chuckw Topic Opener |
Posted at: 2011-08-23, 14:47
Peter, you are absolutely right, of course! It is handled just like the forester planting trees or the mason hacking out stones. I guess my mind is still on hiatus. Looks like I have some "apple pies" to bake. Cheers I see little people. Top Quote |
chuckw Topic Opener |
Posted at: 2011-08-24, 18:14
I've decided to re-work the weaponsmithy. The current model is physically smaller than the armoursmithy (may always have been), but as we know the weaponsmithy is classified as a BIG building. I want to give it an image that echos that. BTW - New armorsmithy tweaks have been pushed with rev #5953, including a new unoccupied image. I see little people. Top Quote |
chuckw Topic Opener |
Posted at: 2011-08-25, 16:44
I have come to the realization that I have strayed from my main objective, i.e. re-roofing. At this rate, attempting to make each building all that it can be with full animation, it could take a lifetime (or at least seem like it.) So I am putting animation and other remodeling for the empire buildings on hold until we complete putting the new roof material on the buildings in question. This shouldn't take too long. When that is accomplished, I'll revisit the animation and other issues. I see little people. Top Quote |
Astuur |
Posted at: 2011-08-25, 20:32
Ah thanks.... Nasenbaer and Chuck.... Somehow I thought we'd need the [ware currently produced] for the multi-product houses and also to avoid that the worker comes out of the house putting stuff on the flag and at the same time is visible producing.....but it is not so. 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. |
chuckw Topic Opener |
Posted at: 2011-08-26, 00:21
New roofs for empire brewery, burner, donkeyfarm, farm, forester, inn, mill and tavern and added PlayerColor to windmill have been pushed to the development trunk with rev #5954. I see little people. Top Quote |