[dev thread] Mad Max Fury Road

I've only seen one of the Mad Max movies, once, and it wasn't really my thing (although I may like it if I watch it again, because I love Mel Gibson) so I just based the punk on my mental image of what a post-apocalyptic punk might look like. :p

I might do another punk similiar in design to the first one :p but with a sawn-off shotgun. :D

@dave - to get the picture to display full screen, get the link of the direct image, and copy it into the insert image option when posting.
 
It's gonna be great once it has a skin! Thanks asio!
attachment.php
 
This is what I was thinking about for the ruined/rebuilt airbase pair. My skill at graphics is kind of limited. At the top left is a rebuilt airbase, the standard model. Bottom right is a reskin which is supposed to look "ruined". Bottom left is the ruined airbase, as it would display on the ruined city feature.

attachment.php


I have put a zipfile with all the airbase files at this link. A "real" reskin, as opposed to my lame attempt, would be cool. It is supposed to be immediately obvious that one is "broken" and the other is "working".
 
This is what I was thinking about for the ruined/rebuilt airbase pair. My skill at graphics is kind of limited. At the top left is a rebuilt airbase, the standard model. Bottom right is a reskin which is supposed to look "ruined". Bottom left is the ruined airbase, as it would display on the ruined city feature.

attachment.php


I have put a zipfile with all the airbase files at this link. A "real" reskin, as opposed to my lame attempt, would be cool. It is supposed to be immediately obvious that one is "broken" and the other is "working".

I was able to open the nif and retexture it.
have a look if it looks good in game, sometimes i design stuff from a too close and detailed perspective and in game it isn´t visible at all.

attachment.php
 

Attachments

  • airbaseruined.zip
    airbaseruined.zip
    184.8 KB · Views: 158
  • furyroad-airbase.jpg
    furyroad-airbase.jpg
    185.8 KB · Views: 440
Looks great in game too. I like the transparency where you have blown holes through, so the underlying terrain shows through.

I looked through the downloads again, I cannot find anything I'd like to use for the "depot". Just a basic warehouse, without smokestacks, without a lot of brick is the feel I am looking for. Since the nuclear silo seems too hard to work with, I guess I'll go with just the new airbase for 0.3. The fuel truck is in, but it looks like a "ghost" without a skin. Still better than the WW2 truck I was using.

I just got the AI to use fuel trucks properly. That was the last thing I needed to implement for 0.3; now I will play some games!
 
Wow great work with texture Sez :) It looks like abondened 50 years ago :)
 
i have started unwrapping the truck. but i am not used to unwrapping such high poly things with lots of parts :)
so, expect the skin not before wednesday...
 
EEDIT June 18: version 0.3 is obsolete. See the first post in the thread for the current release.

Version 0.3 is released! With some new art, it is starting to look really cool. Please try it out and give me your feedback on gameplay. I know the graphics still need a lot of additions.

Download from this link.

The civilopedia is up to date; but I have put together the information from the earlier posts in this thread and updated it. The documentation is at this link. In particular you may wish to see the section on known issues.

Improvements over v0.2:

Major
* Units can no longer move into fallout plots. The promotion "radiation immune" allows you to move there; however, the radscorp animal is naturally immune.
* There are now two classes of roads: pre-apocalypse highways with fast movement but frequent disrepaired sections, and regular roads you can build. The goal is that in the late game, you can repair the highways to enable fast movement across the whole continent.
* There are brand-new units! The barbarian warrior was created by Chugginator, and a fuel truck (no skin yet) was created by asioasioasio.
* Action buttons for refugee and gas truck are now working. They don't have help text yet however.
* The AI now does "something" with fuel trucks and rebuilt units, but it is not very clever about them.

Minor
* Animals no longer respect cultural borders. Yes, you can lose the game in the first few turns if an animal attacks your home city and wins.
* Adjusted strengths and costs of most units
* Moved less-fuel promotion to customizing tech, delete purifying tech
* Deleted rice and sheep to reduce overall healthiness
* Running out of gas did not prevent gunships (move 4) from moving
* Rebuilt units were missing the gas tank promotion
* Rocketry now requires Engine tech, instead of flight
* Removed Customizing tech; moved its items to Engines tech
* Gas fueled units now require a refinery building to build
* Disabled city creation by barbarians
* Animal frequency now obeys handicapinfo data

Graphics only
* Added splash screen
* Refinery building (by chamaedrys)
* Airbase building (by asioasioasio, retexture by seZereth)
* Replace aqueduct with sewage treatment treatment building (by woodelf)
* Switch units like worker from ancient to modern art view
 
I have not tried 0.3 yet (though I will!) but wanted to quickly sound out your thoughts on unit recycling. I absolutely love Chugginator's axeman and from the looks of things there are going to be more great graphics on the way. My first (selfish) thought was 'That model would look excellent in my mod!' - now obviously Fury Road and Necro Cristi will have some thematic overlap so I imagine there will be a number of times when we have a similar graphical niche that needs filling.

Of course the usual ethos in the modding community is a very healthy 'share and share alike' philosophy, and typically I am happy to plunder from any number of sources. My concern here is that as you establish your mod and give it a distinct presence I am creaming off all the eye candy and that also, from a visual perspective, our mods start to resemble one another (given the not dissimilar starting points). Do you have any thoughts on this? I would be interested to hear the opinions of the original artists also.

sorry for clogging up your thread with something a little off-topic,
Colin
 
It is on-topic. Please feel free to take any of the artwork you like. If the original author is not clear (see the documentation link in the 0.3 release notice) please let me know and I will identify the author so you can credit them.

But, each art you borrow is one feedback comment you owe me :-)
 
I was talking about terrain at the beginning, have a look at this terrain graphics.
and also at the "brokenlandsblend Kopie.dds"
Just to show you what is possible and how much it influences the generic look of your mod.
Perhaps you get some inspiration and can tell me if you can use some new terrain or if some colour alterations / more wasteland like stuff could add to the flavour of the mod ;)

EDIT: here is the link actually :D

@ASIO:
If you create more units, which use a part several times (like the wheel of the truck), then please unwrap it first (that part) and then duplicate it, otherwise I will have to do this later on. And maybe, even if it creates some more triangles, try to make your stuff symmetrically, that way, i can delete one half and just unwrap the other and then mirror it again. (should save a lot of work too). And try to have a look from an average distance of Civs cam, if you really need so many round-modelled edges (more triangles, more uv work), or if you can use hard edges and I will try to texture them round ;)

A, and I think we can use the Peterbuilt as the base for a truck-carried catapult, just by adding a catapult, made of steel (looking improvised)which is fetched by the truck, throwing burning explosive barrels or something :)
 
I was talking about terrain at the beginning, have a look at this terrain graphics.
and also at the "brokenlandsblend Kopie.dds"
Just to show you what is possible and how much it influences the generic look of your mod.
Perhaps you get some inspiration and can tell me if you can use some new terrain or if some colour alterations / more wasteland like stuff could add to the flavour of the mod ;)

These terrain graphics look pretty, but they seem "more fertile" than the original. I can view brokenland in photoshop, but how do I get it into the game? That one I can't see in-game yet.

A, and I think we can use the Peterbuilt as the base for a truck-carried catapult, just by adding a catapult, made of steel (looking improvised)which is fetched by the truck, throwing burning explosive barrels or something :)

Sounds good! If I get to pick, I would like the motorcycle next, and then work on reusing the truck engine as a catapult. But that is exactly the idea I was thinking of.
 
@seZ thanks for tips - i'll try to remeber that in futurre. Tough with wheels coppied i usally have problems with baked AO :(

@colin - you can use artworks made by me as you like.
 
@seZ thanks for tips - i'll try to remeber that in futurre. Tough with wheels coppied i usally have problems with baked AO :(

@colin - you can use artworks made by me as you like.

yea, thats normal, baking usually ends up weird if you duplicate things, but that is not a big problem, i can fix that manually in photoshop ;)

davidlallen said:
These terrain graphics look pretty, but they seem "more fertile" than the original. I can view brokenland in photoshop, but how do I get it into the game? That one I can't see in-game yet.

The easiest way is to rename it to one of the terrains which already exist :D

Hmm. I don´t know how you actually implement new terrain, there is new one in FfH and some other mods, maybe you can simply ask Kael whch files to change for that? jus send him a pm, he is pretty helpful usually!!!

And yea, i know they look quiet lively ;) but i just wanted to show them to you as an example of what is possible and how they change the overall experience.
So, if you want some more "wasted" stuff, I can definitely do that, too.
Or, perhaps you already had a look at the new custom slection circle and stuff. I think, the interface and terrain is very important, as it is what a player sees most...
 
ok, here is something for a start, see if you like it...
the tree file goes into "shared" directory. I think you at least gonna like those ;)
Just let me know what to change ;)

@colin: feel free to use any of my artwork (just give me credit) and stuff from FfH II (will most likely be mine too ;) )
 
I must be missing a step to use the second set of terrains you sent. I can look at the files fine in photoshop. I open up my mod without them and it starts fine. Then I create a new directory Fury Road\Art\assets\terrain\textures, copy your files into it, and open up my mod. It crashes on startup, after the loading screen goes through "setup map ... finishing".

I emptied the new directory and copied the first set of terrain files you sent (darkffhgrids.zip). This has more files in it. When I start up my mod it loads successfully and I can see the textures, no crash.

I did one more experiment. I emptied the directory, copied the first set of files, and then copy-overwrite the second set of files. So if both zips had a file with the same filename, I kept the one from the second set. This loads successfully but I cannot see any difference in the textures from the first set of textures. That is odd, since at least the plains texture should be quite different.

Can you suggest what I might be doing wrong?
 
I must be missing a step to use the second set of terrains you sent. I can look at the files fine in photoshop. I open up my mod without them and it starts fine. Then I create a new directory Fury Road\Art\assets\terrain\textures, copy your files into it, and open up my mod. It crashes on startup, after the loading screen goes through "setup map ... finishing".

I emptied the new directory and copied the first set of terrain files you sent (darkffhgrids.zip). This has more files in it. When I start up my mod it loads successfully and I can see the textures, no crash.

I did one more experiment. I emptied the directory, copied the first set of files, and then copy-overwrite the second set of files. So if both zips had a file with the same filename, I kept the one from the second set. This loads successfully but I cannot see any difference in the textures from the first set of textures. That is odd, since at least the plains texture should be quite different.

Can you suggest what I might be doing wrong?

I think it is connected with the "grids" file. if you have grids turned on, then it will show the ones from the first set (as I didnt create grids for the second one yet (it is easy, i just didnt think it was necessary yet). As I did the same, just copied the second files over the first and turned grids off.
See if that works for you.
And let me know what you think about the trees :D
 
OK, I turned off grids, and now I can see your textures. They are great! I love the dead trees mixed in with the live ones. I have attached two screenshots.

View attachment 178856View attachment 178855

In the first one, I think the tundra is too dark; it's hard to see the buildings on it. You can barely see the new "silo" resource I have tried to retexture to look ruined. (It is the "bunker" building from BTS.) Also there is not much difference between the plains and desert, except for the green spots on the plains.

In the second one, in the jungle, some of the trees seem wrong. I put an arrow pointing at what may be a treetop sitting on the ground. They look like big green piles.

I'd definitely use these if you have the opportunity to adjust them a little as above. But, I'd rather have the truck texture first, and maybe the motorcycle texture assuming asio is working on it :-)
 
Back
Top Bottom