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Topic: Re-modelling Barbarian Buildings

Gannaf

Joined: 2010-06-22, 00:10
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Location: Germany, Bird Mountain
Posted at: 2010-12-02, 23:24

I just tried the new devTrunk and gotta say, the new buildings are looking really nice! Concerning all the other babarian buildings - Are you going to replace the old kind of orange woodcolor with that new more realistic looking one? I'd aprechiate it face-smile.png


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chuckw
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Joined: 2010-03-15, 16:23
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Posted at: 2010-12-02, 23:42

Gannaf wrote: ...Concerning all the other babarian buildings - Are you going to replace the old kind of orange woodcolor with that new more realistic looking one? I'd aprechiate it

Yes. As I get to each building, I intend to. Aside from one or two tropical woods, I have not seen many trees that color. So I'll strive for something that looks like it might have come from the trees the lumberjacks are harvesting. face-wink.png


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chuckw
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Posted at: 2010-12-06, 03:27

BattleArena Sneak Peek:
orginal: oldarena... new battlearena: newarena
Comments?


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QCS

Joined: 2009-12-29, 22:47
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Posted at: 2010-12-06, 07:35

Comment? Simply beautiful.

I've been following this thread without saying anything but I'm really in favour of the new graphics, it makes a consistent look finally. I really liked the new HQ most, but with this BattleAreana you are exceeding my expectations by far.

Now I dearly want to have some basic soldiers train there as 'working animation'... and that's your fault! face-tongue.png


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SirVer

Joined: 2009-02-19, 15:18
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Location: Germany - Munich
Posted at: 2010-12-06, 10:14

I like it too! Wondering about the working animations for this one :). But you could you check that it doesn't overlap with roads by surrounding it with them. The old battle arena covered the road to its south-west completely.


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chuckw
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Posted at: 2010-12-06, 22:13

QCS wrote: Comment? Simply beautiful.

Thanks! face-smile.png

I've been following this thread without saying anything but I'm really in favour of the new graphics, it makes a consistent look finally. I really liked the new HQ most, but with this BattleAreana you are exceeding my expectations by far.

I'm learning on the job! face-wink.png

Now I dearly want to have some basic soldiers train there as 'working animation'... and that's your fault! face-tongue.png

That animation sounds like a great idea!... for maybe Build 18. face-wink.png

SirVer wrote: I like it too! Wondering about the working animations for this one . But you could you check that it doesn't overlap with roads by surrounding it with them. The old battle arena covered the road to its south-west completely.

That's a challenge with these big buildings. In this case, it depends on whether a road to the southwest bends north (completely covered) or south (just touched). To keep a north-bending road visible will require a completely different layout, or a code change for maps to better handle road generation around large sites.

Thanks for your comments. The new idle and build animation for the new BattleArena has been pushed to trunk in rev #5773.


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kingcreole

Joined: 2010-12-18, 12:13
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Posted at: 2010-12-18, 15:35

i tried modeling a well, how big should it be (in blenderunits), does it look okay, if so, how do i get it to the trunk and what else do i need to know?
(I´m a complete Newbie to this system)

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chuckw
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Posted at: 2010-12-18, 16:31

Hey, kingcreole! Nice looking well! face-smile.png

kingcreole wrote:

i tried modeling a well, how big should it be (in blenderunits), does it look okay, if so, how do i get it to the trunk and what else do i need to know? (I´m a complete Newbie to this system)

The size in blender units is not as important as the size, camera angle and lighting of the final render so it fits in with the other images in the game engine.
The lighting and camera angle in your well image appear to be very close to what we us in the game. There are Blender 2.49 rendering templates for buildings and workers in the media trunk on Launchpad.net in ~/trunk/graphics/stock_sources/blender_set_templates.
You can compare your settings with those in the building template and adjust to match, or preferably import your model into a template and render from there. (Note: the python scripts in the templates will not currently work in blender 2.5+.)
To get them uploaded to the trunk, you will need to set up a user id on launchpad.net and create a public and private SSH key for encrypted file transfer. Details for getting started can be found on the launchpad.net home page.
Take a look through the development wiki pages here on the website for further background info. And I welcome any inquiries.

Again, nice well! A definite candidate for the game. I would like to see it rendered using existing game materials (especially on the roof) and adjustments to the lighting and camera angle that will match those in the game for consistency.

We were all newbies once, so you are in good company! face-wink.png Thanks for your efforts. We have a lot of buildings and other models that can use your talent.


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kingcreole

Joined: 2010-12-18, 12:13
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Posted at: 2010-12-18, 16:50

i just noticed: that well makes no sense at all a well is made out of 4 trunk and this well seems to be 3 stone and 1 trunk or something like that face-smile.png where do i get these existing game-materials from? i used some blender-textures and mixed a little. Gotta get a well done, wich makes more sense thinkin about the 4 trunk-units xD SSH... Oo okay gotta read that stuff.


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chuckw
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Posted at: 2010-12-18, 20:35

kingcreole wrote: i just noticed: that well makes no sense at all a well is made out of 4 trunk and this well seems to be 3 stone and 1 trunk or something like that

There is a fairly large "margin for error" that we allow when comparing the required wares to build a building in the game and the image that is used to represent that building. Of course it is always nice to get the proportions approximately right. face-wink.png

where do i get these existing game-materials from? i used some blender-textures and mixed a little.

I usually append materials and textures from other models when I can. No point reinventing - the color of - the wheel. face-wink.png I have also recently started a materials folder in the "stock_sources/blender_resources" directory in the media trunk on launchpad that is intended to be a "one-stop shopping center" for blender materials in the game. It is still very much in its formative stages.

Gotta get a well done, wich makes more sense thinkin about the 4 trunk-units xD SSH... Oo okay gotta read that stuff.

I'd love to see it when you are ready.


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