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Topic: Make Frisian buildings smaller

PkK
Joined: 2012-01-06, 12:19
Posts: 187
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Posted at: 2019-05-19, 17:16

IMO, the Frisian building look far too big relative to buildings from other tribes. Looking e.g. at https://wl.widelands.org/wlmedia/wlscreens/screens/Build%2020/Complete_World.jpg even mid-sized Frisian buildings are taller than the Colosseum and the Barbarian tower, two buildings that were among the tallest before the addition of the Frisians. It just looks wrong next to each other.


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kaputtnik
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Joined: 2013-02-18, 20:48
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Location: Germany
Posted at: 2019-05-19, 19:02

+1


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hessenfarmer
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Joined: 2014-12-11, 23:16
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Posted at: 2019-05-19, 19:27

yep scaling them down a bit would be nice. maybe 90 % of current size?


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stonerl
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Joined: 2018-07-30, 00:03
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Posted at: 2019-05-19, 21:19

hessenfarmer wrote:

yep scaling them down a bit would be nice. maybe 90 % of current size?

It's rather 50% maybe even more. Just look at the frisian's port or HQ, they are almost 4 times bigger than their counterparts.


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WorldSavior
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Joined: 2016-10-15, 04:10
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Posted at: 2019-05-19, 21:30

Or try 80% or something like this? In general I don't like it that buildings can cover so much things which are behind them, so one cannot see some stuff.


“It's a threat to our planet to believe that someone else will save it.” - Robert Swan

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hessenfarmer
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Joined: 2014-12-11, 23:16
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Location: Bavaria
Posted at: 2019-05-19, 21:45

WorldSavior wrote:

Or try 80% or something like this? In general I don't like it that buildings can cover so much things which are behind them, so one cannot see some stuff.

80% might be ok as well. However as you said I think it is a matter of trial and error. Unfortunately I don't know if we can scale them just by entering a scaling value or if we have to edit all the blender files. If the latter we should first try with one or two representative buildings. Cause I assume this would be hell of work.


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king_of_nowhere
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Joined: 2014-09-15, 18:35
Posts: 1231
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Posted at: 2019-05-20, 02:34

I agree, not much for model appearence but because it's difficult to see adjacent spaces. And I agree to try 80% first, and get there by trial and error.

Allthough I feel sorry for whoever designed them, he put so much effort into details that won't be appreciable anymore.

EDIT: also, the broadsword icon in the training camps should be made darker, because as it is, it is hard to tell if there are broadswords inside or not. Not sure if I should open a new thread for it or not.

Edited: 2019-05-20, 02:39
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GunChleoc
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Joined: 2013-10-07, 15:56
Posts: 2862
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Location: RenderedRect
Posted at: 2019-05-20, 09:32

Let's get https://code.launchpad.net/~widelands-dev/widelands/list-directories-in-cpp/+merge/366614 reviewed so that I can finish implementing spritesheets. This way, Nordfriese will not have to export the renders twice, because that is time consuming work.


Busy indexing nil values

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