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Posts posted by Josh
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Hi Josh,
Good try ! Here are some ideas I have for you :
-first, to help visualizing your building, you could give it some rough colors inspired by the picture from Enrique (below), even if the model will be texturized differently in the end. Just to help seeing it well.
-Like Enrique, I think the roof setting can be improved. Maybe just adding an horizontal beam (about the size of the pillars) would feel good. Such horizontal piece of timber could serve to hang various tools, ropes, etc, being not only structural but convenient for the use of the corral.
-It could be good to include the fence gate (opened), maybe introduced at its sides by 2 small and simple decorative elements (cube, pyramid, cone ?) on left and right as you pass the gate. Again, the kind of detail where a rope could be tied in the real life
-I'd very well see a big pile of straw in a corner, out of the boxes you already made.
-I think you can save polygons by making the small horizontal parts of the fence simpler (basic triangle or square section). Same remark for the roof cover, that have various useless very thin polygons.
- About the coloring, I have already textured and mapped a lot of the structure, but 0ad doesn't work on the computer I'm currently using so I can't show you a new picture. Although about half way down this (http://www.wildfireg...ic=16056&st=220) page I have some pictures of the old model.
- Horizontal beam? Done.
- Gate with decorative elements? Done. (the decorative pyramid looks weird with line smoothing)(I don't quite know what you meant with the rope. Did you mean a rope to tie it closed?)
- Do you mean another of my boxes, but full of straw inside the building?
- Done.
Again I appreciate suggestions.
- About the coloring, I have already textured and mapped a lot of the structure, but 0ad doesn't work on the computer I'm currently using so I can't show you a new picture. Although about half way down this (http://www.wildfireg...ic=16056&st=220) page I have some pictures of the old model.
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Hi Josh, nice design .
My suggestion is to think a little more on how the roof is placed on that four wood pillars. Now it looks a little fake, like there isn't any kind of reinforcement of the structure and I don't think it would be possible in real life. It also don't need to be refined, it's a place to feed the animals, so "not perfect" structure is more likely to feel more realistic.
Maybe addining vertical or horizontal uneven planks "attached" to the wood pilars like making walls around the arched structure would give it a more realistic look. What do you think?
Sounds good! I've got some time right now so I'm going to see if I can redo the fence to look far less perfect and add some structural reinforcement. I should be back with a new picture shortly.
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@Geek377 I see your using Sketchup for modeling, how do you unwrap the UVs and convert it to COLLADA? Because on my corral I spent nearly 10% of my time in Skechup designing it and 90% of my time UV unwrapping, texturing and converting in 3DS max.
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If the GUI was built on HTML and CSS I can defiantly work a lot more in that area and I know a couple people who could help too...
I think our best bet for an in-game rendering HTML/CSS layout engine would be Webkit. Its (compiled) size is only about 40Mb and It is (generally) the most standards compliant and up to date layout engine.
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Sorry I haven't gotten much more done on this, (I've been on vacation and school just started) but I still do intend to finish the corral. Also, thanks for the pointers Mythos_Ruler!
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I think moving the door to the right side(in the picture), adding some shields leaning against the walls, and adding some vines or plants growing on the walls would look good. (I can add it if I could get the current model file and texture)
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Would It be worthwhile for me to take a few extra hours on my model to reduce the poly count? Right now it's way over (the fence is 1000+).
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Can't we just change the preview box to a square and use 512x512 images?
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+1 on using trac, we should probably open another thread to discuss switching over.
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I think the current market would work well for the Spartans and the Helens because they weren't as trade-centric as Athens and would have probably have had smaller markets. Gen.Kenobi's new market could work well for Athens?
What does everyone else think?
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What does the other updated one look like? I think Gen.Kenodi's market looks awesome.
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Well here is where I am with the corral:
(sorry for missing ground and low res pictures, the game was acting up on my ancient notebook)
I might work on the fence texture some more and add another prop or two, but otherwise I think it's generally done.
If you have any comments or objections feel free to voice them.
--EDIT--
WOW that civ center looks amazing! Is it period though? I though most of our research found that the buildings were made of wood, which is why very few survive.
My corral now looks pitiful now , I based it off Pureon's buildings a few pages back. I still want recommendations, even if it requires scraping the whole model.
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Actually, Eggbird is working on the Civic Centre and it's looking awesome (he prefers to work in relative anonymity). Someone will probably post a work-in-progress screenshot soon.
Ok, is development of the Mauryan civ also going on in the staff forums?
And my previous suggestion was just so I can know what is not yet being worked on, so I can work on it. My corral is about 75% done.
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I think fountains would look good, but what purpose should they serve in-game?
They could have a healing aura, slowly healing any nearby injured units?
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To simplify could we put what models people have finished or are working on on the first post? Something like this:
.......Structures. Needs lots of architectural references. Colors. Patterns. I'll cast a wide net and say the references can be from 500BC to AD100. Also Hindu or Sanskrit names for each of the standard structures (Civ Centre, House, Corral, Stone Wall, etc.).
- Civilization Centre - Pureon
- House - Pureon
- Corral/Animal Pen - Josh(WIP)
- Mill (wood and mineral dropsite) - (open)
- Farmstead (food dropsite) - (open)
- Farm Field - (open)
- Palisade (wooden wall) - (open)
- Outpost (wooden tower) - (open)
- Barracks - (open)
- Dock - (open)
- Market - (open)
- Temple - (open)
- ..............
Also, off topic a bit, but do people usually create the texture first then map it, or the other way around?
- Civilization Centre - Pureon
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Fixed and committed.
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Unfortunately, both answers are no. At least, for now.
Reveal map is going to change to a dropdown of "None, Explored, Reveal" but that's not something I'd be going to do and what option should we put there for teams locked? A checkbox is much more relevant here.
For the other one, well, I'm afraid I can't do anything about it. Not without changing some of the core UI code that can cause other problems elsewhere.
OK . Do you think what you currently have could be committed to the SVN? Even without the changes I still think it looks a lot better .
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It took more than I anticipated to make it use relative positioning but I'm satisfied with the result. See it for yourself.
It looks really good . Do you think the reveal map and teams locked boxes would look better in drop-downs for the sake of consistency?
Also can the dropped-down part of the drop-down scale?
And as they say, a picture says a thousand words:
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I would have done that if there was a way to find the resolution.
So currently there is no way to do resolution dependent scaling? Is this in the entire UI or just the setup screen? If it's the entire UI couldn't we just query the system somewhere in hwdetect.js and send the response to a UI variable?
(sorry for my silly questions, I'm still not familiar with the 0ad codebase.)
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I like the latest version but is it possible to make the dropdown part of the list longer on bigger screens?
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===[COMMITTED]=== Mauryan Structures
in Completed Art Tasks
Posted
Alright I redid the decorative item to be more Mauryan styled and less polygon heavy. I also added a pile of straw along with some (very) quick texturing.