Topic: Empire "Re-Roofing" Project
Astuur |
Posted at: 2011-08-17, 09:21
Very, very nice, Chuck! 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. |
SirVer |
Posted at: 2011-08-17, 09:36
maaan, it's so good to have you back! Top Quote |
chuckw Topic Opener |
Posted at: 2011-08-18, 01:38
Next in line is the bakery. Comments always welcome. Edit: These animations have been pushed to trunk in rev #5938 Edited: 2011-08-18, 03:00
I see little people. Top Quote |
chuckw Topic Opener |
Posted at: 2011-08-18, 07:40
Smelting_works - These along with new build animation are in the development trunk now as of rev #5940 I see little people. Top Quote |
Venatrix |
Posted at: 2011-08-18, 07:54
I just had a look at the new buildings and working animations. :-) The only one, that I find disturbing is the working animation of the armour smithy, when the harnishes, shields and helmets jump into existence and back to nonexistence. I just dont have an idea, how to make it better, Im afraid. Two is the oddest prime. Top Quote |
Astuur |
Posted at: 2011-08-18, 10:04
Hi Chuck -- that is a bit more than just a "re-roofing" isn't it I have tried to get the files from your link with my web browser, but had trouble with the conf and the menu.png. I have installed the files for the animation in the game and tested a bit: Here are my comments:
Thanks very much for your work; I am already enjoying it with my installation. Now on to the others... You sure had a productive evening, man! 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: 2011-08-18, 17:16
You know, I actually agree with you.
That is curious. Did you download them from Launchpad.net/widelands (i.e. bzr get lp:widelands/trunk)? I'll give thought to another avenue to share individual files or small numbers of them.
Ah, good eyes! That was laziness on my part in my eagerness to share the new images. I neglected to crop the empty space (a bad oversight when we are trying to trim file size requirements, plus it reduces the "results" in the build animation by painting a lot of nothing. It doesn't increase the overall time though). My sincere apologies.
We could use more variety between plants, too. I'll do some more experimenting.
I figure, "As long as I'm in the neighborhood, I may as well do a thorough job of it." (Well, that's my INTENT anyway.)
I considered closing the doors in the idle images, but it looked "unwelcoming" when carriers brought deliveries. So I established and "open-door policy".
Here I was attempting to show the interior space (i.e. floor) through the windows during the working sequence. There are three ways I could approach this issue. 1) just mask the windows and doors with black, 2) try to tweak the ambient lighting (i.e. darken the interior shadows to provide more contrast against the openings, or 3) darken the color of the floor material to gain the same effect as #2. The simplest approach is #1, and at the scale most players are using I probably should just go that route. But I have to create the interiors for the build sequences, so I have a tendency to want to show them off.
My latest images have a black interior for the fire box and chimney top. See these images?
Good thought. You obviously know your ovens.
Well, you baffled me on this one. I'm not sure of the area to which you are referring. Can you show me via an image?
Again, good eyes! I find a "pre-fab" approach has been used throughout these models. Excusable if we did not have the wish to animate build sequences and see interiors. You'd be amazed at the architecture I'm finding! I have to do a lot of re-work to make the interiors realistic to create the builds. May as well fashion a good work table.
Yes, to my dismay, the unexpected boon to my trees is a bane to my floors. I think I'll use a different texture for the floors or none at all and just go with a solid color.
Thanks. I'll play with the lighting. (We may have an extra lamp or two thrown into the original model. It's time to take an inventory.)
Check!
Yes, but I cut a few corners that I should not have. I'll try harder next time. Thank you for your great critique! My wife can tell you that I need one from time to time. I see little people. Top Quote |
Astuur |
Posted at: 2011-08-18, 19:09
I had a close look at the smelt work this time. (Sorry, couldn't continue this morning) Two things though: Certainly a matter of personal taste -- but for mine, the tree to the west is just too big. Next topic: Wouldn't it be nice to show a beam of fluid metal in the pouring animation? Coming back to the bakery for one moment. I dont think we need a picture.
The lower part of the walls are made of logs (trunks). The original model shows (as still can be seen on the bakery's north-west corner a "combing". That is the typical edge that you find in log cabins, with the logs protruding from the edge on both sides. The south-easten corner also had this combing in the original model, but not in your model; you covered it with a very small tree. But that tree would not really cover that combing in its upper part. So I think you have somehow modified, cut it. You can even see it in the original size pictures here in this thread. My idea was to have either both edges log-cabin style, or none.
But you decide Edited: 2011-08-18, 19:12
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. |
Venatrix |
Posted at: 2011-08-18, 20:15
Yes, that first approach sounds good. Now Im waiting to see it. Two is the oddest prime. Top Quote |
chuckw Topic Opener |
Posted at: 2011-08-18, 21:33
I found the tree and bushes in the model and just plugged them in. I didn't even notice the tree wasn't in the original renders. I think I'll remove it. (Besides, it's blocking the view from the window!)
I do move the form in the working animation, and considered including the stream of molten metal. I opted to bypass that for expediency, but I can play with it now that I will be re-rendering the model.
I understand now and I have adjusted the corners to be more uniform in treatment. Thanks. And thanks for your observations, Venatrix. Rest assured that I am "back at the drawing board". Edited for format. Edited: 2011-08-18, 21:35
I see little people. Top Quote |