C2C Graphics

Ok some changes already was uploade to SVN, but rest must wait for tomorrow.
 
Cool... will take a looksie soon.

EDIT:
The hacker looks cool BUT in the pedia at least, her right arm is bent all whack up behind her head. Something doesn't seem right with that. Otherwise, very nice conceptually.

In the pedia, the thief looks a touch oversized now.

I think all in all the early criminal shift around works very nicely to get the units to look much more in line with the techs and eras they arrive at.

While we're at it with making smaller tweaks, should we consider significantly increasing the size of the sentinel perhaps? The model is still quite small and hard to see any definition or even see at all.

The ambusher button is just wicked cool! Well done there!

I just noticed that the partisan and guerrilla models look identical. Perhaps a little reskinning there on one or the other could help to keep them differentiated.

SWAT much improved! And the sharpshooter no longer has a problem. Thanks again!


EDIT: Just so you are aware, in looking at these I've noticed that Cave Bear and Cave Lion (and their subdued versions) buttons are standing out as not having the normal animal border. (Also, tamed cave bear, tamed lizard and tamed snakes don't have 'tamed' theme buttons.)

Also... picking here but the Loki Fists are a religion specific unit so should they have the Asatru background rather than just the melee one? Hell's Mouth Dogs (the button looks amazing!) are the same way though. Voodoo specific but the button has a greyish background...
 
Ok all done except:
- techanachist - cannot add mohawk because all models which I checked have hair tied with entire body :/
- cave lion - cave bear - ill fix these buttons tomorrow :)
 
No worries 'bout the technarchist then. Was just a concept anyhow and he already does look quite cool as is.

And thanks again for all your efforts (and the efficiency with which you accomplish them!)
 
Ok... on review:
- The Medicine Man looks pretty dang good! I like it! The button is epic too. These are just getting cooler and cooler with every button you do.

- The button on the Medical Lab Tech is absolutely astounding. A work of vision. Sadly, the model doesn't really match and it would be SO cool if it did!

- The Doctor strikes exactly the right notes. Maybe looks a little too religious though... don't know if that's something that could be addressed somehow, maybe with a medical bag rather than a book?

- The Surgeon is good I think. I'm hoping he doesn't seem a little out of place in terms of era with his clothing but it's not worth further adjusting imo.

- The Wise Woman new model is brilliant! Staff may be a bit too 'developed' for the era but that's forgivable given the cool factor being so high!

- Partisan model is really cool. The ONLY think I could pick at would be that the gun they have is a semi-automatic and Partisans are unlocked at rifling. But he's a great unit nevertheless!

- Hacker is excellent now!

- What happened to the Thief? Last I saw (after rearranging) he had the new brutal looking guy but now he just looks like a weakened rogue? Might I be seeing the pedia in-game and thus seeing a different unit look based on the civilization I'm playing?

- Further reviewing, the gunfighter is just a touch too large.

-The Sentinel IS a little larger but still maybe a bit small imo. I know the spacing between the three objects enforces that it can't be grown as large as it probably should be but it would be nice if they were a 'little' imposing at least.



None of the above issues cannot go ignored for a bit if you have other pressing things to attend to but if you don't mind addressing them then see what you can do. Otherwise, we're certainly at a fully agreeable point. Much of the above is just sharing my impressions as I look through them and nothing to take too seriously.
 
- The button on the Medical Lab Tech is absolutely astounding. A work of vision. Sadly, the model doesn't really match and it would be SO cool if it did!

Can be done

- The Doctor strikes exactly the right notes. Maybe looks a little too religious though... don't know if that's something that could be addressed somehow, maybe with a medical bag rather than a book?
Ill put doctor bag in his hand

- Partisan model is really cool. The ONLY think I could pick at would be that the gun they have is a semi-automatic and Partisans are unlocked at rifling. But he's a great unit nevertheless!

Ill check for better model.


- What happened to the Thief? Last I saw (after rearranging) he had the new brutal looking guy but now he just looks like a weakened rogue? Might I be seeing the pedia in-game and thus seeing a different unit look based on the civilization I'm playing?\

Yea probably was model from another civilization set.

- Further reviewing, the gunfighter is just a touch too large.

Ill fix him

-The Sentinel IS a little larger but still maybe a bit small imo. I know the spacing between the three objects enforces that it can't be grown as large as it probably should be but it would be nice if they were a 'little' imposing at least.

If I want to increase size of this model then he "fly to high" and he is invisible in pedia frame. I have plan to change background in this frame and sentinel should be more visible then.
 
If I want to increase size of this model then he "fly to high" and he is invisible in pedia frame. I have plan to change background in this frame and sentinel should be more visible then.
Can we not do for this model what was done for some birds a while back? Reduce his hover height?

Ill check for better model.
I take it changing out the weapon object with something more rudimentary is more difficult than just finding a new model huh?
 
Can we not do for this model what was done for some birds a while back? Reduce his hover height?

I dont know how to do this, but ill check it anyway.

I take it changing out the weapon object with something more rudimentary is more difficult than just finding a new model huh?

Yep, its more complicated.
 
I dont know how to do this, but ill check it anyway.
It is quite easy to do in nifscope. I think you can simply translate the scene root node in the z direction; if this causes some animation glitch then you have to translate a node further down the tree that is still a parent to the model node. Since a node further down the tree could be rotated by a parent node you might need to translate x or y direction instead.
 
Toffer, can you look at Tuareg Camel Rider and Droid Tank animations?
Something not right with them.
 
Yep, its more complicated.
Fair 'nuff. A little surprising to me but that's 'cuz I've not delved tooooo far into looking at the processes behind the art design side of units.
 
I have a request...

I do not know how to make the little icons we have for things like religions, bonuses, properties and so on. I need to create (or have created ;) ) some for:
  • Visibility
  • Invisibility
  • All invisibility types:
    • INVISIBLE_SUBMARINE
    • INVISIBLE_STEALTH
    • INVISIBLE_CAMOUFLAGE
    • INVISIBLE_INVISIBLE
    • INVISIBLE_CLOAKED
    • INVISIBLE_VOID
    • INVISIBLE_NANO
    • INVISIBLE_PHASED
    • INVISIBLE_IMMATERIAL
    • INVISIBLE_DISGUISED
    • INVISIBLE_POLITICAL
    • INVISIBLE_SUBMERGED
    • INVISIBLE_SIZE
    • INVISIBLE_NAVAL_DISGUISE

Can anyone help me with this?
 
I have a request...

I do not know how to make the little icons we have for things like religions, bonuses, properties and so on. I need to create (or have created ;) ) some for:
  • Visibility
  • Invisibility
  • All invisibility types:
    • INVISIBLE_SUBMARINE
    • INVISIBLE_STEALTH
    • INVISIBLE_CAMOUFLAGE
    • INVISIBLE_INVISIBLE
    • INVISIBLE_CLOAKED
    • INVISIBLE_VOID
    • INVISIBLE_NANO
    • INVISIBLE_PHASED
    • INVISIBLE_IMMATERIAL
    • INVISIBLE_DISGUISED
    • INVISIBLE_POLITICAL
    • INVISIBLE_SUBMERGED
    • INVISIBLE_SIZE
    • INVISIBLE_NAVAL_DISGUISE

Can anyone help me with this?

The little icons are mostly just the big icons ie 64x64 buttons. If they have to go into the gamefont files they need to be in TGA format.
 
If they have to go into the gamefont files they need to be in TGA format.
Yeah... that. Are there any files I can look at that would be examples? Where do they pick up an index for the code? I don't apparently have any way to load those beyond GIMP and I'm not trying to figure out that nightmare of a program. Not if I can help it.

Much of the coded side of implementation of these is hidden in the exe :(
 
That IS helpful though... thanks!

Ok, so I think I've figured out how to use it.

But 2 questions:
1) What is the _75 tga file in our fileset? Would both need to be worked on or only one or what? It's the one I currently have open in the program so I'm just curious where I can start inserting icons.

2) Once you have the icon defined there, how does that translate into the code as a callable Icon type?

EDIT: I've figured out how to work through the steps to setup an IGAIndex tag and have that equate to an icon and be callable. It's the basic 'term' visibility or invisibility that I'll then be trying to figure out how to get working.
 
Back
Top Bottom