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Topic: Barbarian Fortress/Citadel Models

Forums » Widelands Development » Graphic Development » Barbarian Fortress/Citadel Models



Nasenbaer
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Joined: 2009-02-21, 20:17
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Location: Germany
Posted at: 2011-09-06, 16:26

chuckw wrote: For those of you who may be eager to see these buildings in the game and have not yet done so, I will push these images to the trunk without build animation for now. I'll post here again when they are available.

JIPPY!!!!! Wonderful work Chuck!!! face-smile.png


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chuckw
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Joined: 2010-03-15, 18:23
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Posted at: 2011-09-06, 21:45

The new models have been pushed to the development trunk with revision #5966.


I see little people.

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chuckw
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Joined: 2010-03-15, 18:23
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Posted at: 2011-09-06, 22:03

Ladies and gentlemen, here are the current versions of

the fortress: fort and the citadel: citadel

There "may" be additional tweaks to these as I develop the animation, but for now this is what you'll find in the trunk.
EDIT - You just may be able to recognize the image over the citadel door. face-wink.png

Thanks for all of your helpful ideas and discussion which got us to this point.

On to the build animation! face-smile.png

Edited: 2011-09-06, 22:05

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Tino
Joined: 2009-02-20, 19:05
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Posted at: 2011-09-06, 22:56

Just.fantastic.


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Nasenbaer
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Joined: 2009-02-21, 20:17
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Posted at: 2011-09-07, 12:40

Yeah I agree with Tino face-smile.png.

Btw.: I saw the changed headquarters animation - I like the idea of having the emblem of the barbarians mounted above the door - however I think the very light frame of the emblem bites in my eyes face-wink.png. Perhaps you could change the frame that way, that it looks similiar to the one mounted to the citadel?

Keep on the very good work face-smile.png

Cheers Peter


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chuckw
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Joined: 2010-03-15, 18:23
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Posted at: 2011-09-07, 15:26

@Nasenbaer - (No neon lights for the Barbarians?) Well, I guess you can SEE it any way. face-smile.png
I'll tone it down. Thanks.


I see little people.

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chuckw
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Joined: 2010-03-15, 18:23
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Posted at: 2011-09-08, 03:43

Fortress build sequence:

0 1 2 3

Now that the builder has put some REAL windows in, instead of black rectangles face-smile.png, the idle animation has been modified accordingly: i
The windows are blacked out in the idle animation to compliment the other models like the headquarters. Besides, if you watched the build sequence, you've already seen the interior! face-smile-big.png

EDIT - These are in the development trunk with rev #5971.

On to the citadel!

Now the builder (that's him under my name at the left so I can keep an eye on him) has to DIS-assemble this building to upgrade it. Ah, well, that's progress. Besides, it keeps the little guy busy and out of trouble. face-grin.png

Edited: 2011-09-08, 04:08

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Astuur
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Joined: 2009-02-28, 12:08
Posts: 733
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Location: Frankfurt / Germany
Posted at: 2011-09-08, 09:06

Awesome, 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.
I am on Win32, have no means to compile, and rely on prefabricated distributions (Thanks to Tino).

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Tino
Joined: 2009-02-20, 19:05
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Posted at: 2011-09-09, 10:45

Hmm, i built a fortress directly beside my HQ for testing and in my opinion the perspective differs:

http://img710.imageshack.us/img710/8741/hqcompare.png

Or is it just the different palisade walls?


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chuckw
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Joined: 2010-03-15, 18:23
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Posted at: 2011-09-09, 17:27

Tino wrote: Hmm, i built a fortress directly beside my HQ for testing and in my opinion the perspective differs: http://img710.imageshack.us/img710/8741/hqcompare.png Or is it just the different palisade walls?

Oh my gosh! Tino, I was just about to write a dissertation about the how the templates we use ensure a fixed camera position and angle to the buildings or other 3D models we create, namely: LocX=-10 (blender units), LocY=-10, LocZ=10, RotX=45°, RotY=0°, RotZ=-45°. Out of curiosity, though, I double-checked the camera controls in both models.

You are absolutely right!
For some reason, the copy of the template I used for the fortress had a lower camera height of only 8 blender units. I'm dismayed I didn't pick up on that, but grateful you brought it to my attention. I'll take immediate steps to correct the error.

Thanks again, Tino (or should I call you "Eagle Eyes"?) face-smile.png

Edited: 2011-09-09, 17:27

I see little people.

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