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Topic: New building graphics

king_of_nowhere
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Posted at: 2016-01-24, 19:35

DragonAtma wrote:

I can try one of those, even though it feels more like the type of ground you'd see for the barbarians.

In any case, right now I'm dealing with [url=http://www.weather.com/storms/winter/news/winter-storm-jonas-impacts-new-york-city-long-island]winter storm Jonas[/url] (I'm in the NY area), so things may be delayed a bit. Two feet (60 cm) of snow is not fun.

aww, well, you can try to open the editor and change the terrain to summer meadow, see if that helps face-smile.png


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DragonAtma
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Posted at: 2016-01-26, 20:30

So I did some research on transparent images, and now I think I'm a better Pov-ray renderer.

Anyway, tell me if these look good:
https://www.mediafire.com/?j520ft4p5c5u3kt
https://www.mediafire.com/?gajobf1j4496uja

Edited: 2016-01-26, 20:30

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GunChleoc
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Posted at: 2016-01-27, 08:45

New screenshot

atlantean barracks

You're getting there face-smile.png

There are 3 things that I would change:

  1. Make the player color mask a bit smaller, it looks like an overhang

  2. The flagstones are bright and look more appropriate for the Empire. Make the color match the busy road, the dungeon or the headquarters?

  3. The entrance doesn't match the road - rotate the building a bit. Also, the busy road texture is a bit wider than the building entrance. Or maybe closing the wall and giving it an archway/portal like the other buildings have will solve this problem best?


Busy indexing nil values

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DragonAtma
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Posted at: 2016-01-27, 12:44

The overhang is deliberate because it's standard among the Atlantean buildings for a bit of an overhang. I can shrink the overhang's size, however.

As for the flooring, I'll have to take a look. I'll take a look at the entrance as well.


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DragonAtma
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Posted at: 2016-01-28, 16:38

And then, there was another attempt.

http://www.mediafire.com/download/ab8wy66g979i5va/
http://www.mediafire.com/download/3eduw8hmnkkvfwj/

My only worry is that the floor here is more anti-aliased than the roads; unfortunately, removing the anti-aliasing from the floor here would also remove it from the rest of the building. So if it's not suitable I'll have to try a different floor.


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kaputtnik
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Posted at: 2016-01-28, 17:07

DragonAtma wrote:

My only worry is that the floor here is more anti-aliased than the roads;

Sticking too hard on the roads is maybe not good too: If someone changes the roads there is no relationship to the floor of this building anymore.

The roads gets stretched and turned... that's why the look this way.

So if it's not suitable I'll have to try a different floor.

I tried also some things with gimp for the floor. My last idea was to have a main color like the buildings have and put in there some small concentric circles, fe. with grass (the one from the buildings tops) or something like cobbles. Using cobbles the little bushes could maybe surrounded by them. Grass or cobbles could also be used on the outer border of the floor, to better distinguish between the wall and the floor.

Graphical development is hard face-grin.png

Edit: Forgotten to say thanks for your work!

Edited: 2016-01-28, 17:08

Fight simulator for Widelands:
https://wide-fighter.netlify.app/

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GunChleoc
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Posted at: 2016-01-28, 18:11

New screenshot face-smile.png

Atlantean barracks 5

I think it looks good now, there are 2 things that need tweaking though:

  1. The floor is too bright - try reducing the brightness and saturation a bit
  2. The Player Color is still a bit ragged around the edge, most noticeable on the lower left.

Busy indexing nil values

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GunChleoc
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Posted at: 2016-01-28, 18:20

I think a gateway would also help in case the road will change in the future - here's a quick & dirty paint-over:

with gateway

Maybe make the surrounding wall a bit taller to have more space to fit the gateway.

Edited: 2016-01-28, 18:21

Busy indexing nil values

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DragonAtma
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Posted at: 2016-02-02, 21:54

Okay, one more attempt...

https://www.mediafire.com/?et2a85yjiaht4a3
https://www.mediafire.com/?a889rga2g3zvjh0

Because of Povray's limitations we'll have to live with the players color mask being slightly imperfect; sorry.


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GunChleoc
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Posted at: 2016-02-03, 09:16

DragonAtma wrote:

Because of Povray's limitations we'll have to live with the players color mask being slightly imperfect; sorry.

We'll just have to live with it then - maybe a pixel artist can tweak this once the building is finished.

New screenshot:

Version 6

I think it looks great now - maybe the tiles on the floor could be a bit darker though? I think they stand out too much. Thy to reduce the brightness and the saturation of the texture a bit. You can use the busy road texture for comparison - it should not look brighter than the road, but it can look darker. It might also look good with the turquoise bits being gark grey oir the green of the dungeon, and the grey bits being the turquoise of the headquarters.


Busy indexing nil values

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