Dragonia II Mod

Some more conceptual art for wonder buildings
 

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Thanks hex. Any concept art is good, but statues like that are way beyond my skill level.

Keep them coming as it saves me valuable time. Now I can model instead of pic searching. :goodjob:
 
I forgot I had started this for the Temple City of Guallidurth over a month ago.

Do you want the wall and entrances to be ruins like hex's pic? I love that pic, but...
 

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I started really looking at the pic hex put up and pictured ruins for this temple city. I suppose if it's discovered instead of built in the game that would work.

Check out these 3 views of the untextured model.

I don't know if they capture this particular need, but I like how it turned out.
 

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Looks very good!

My thoughts on the buildings as they relate to my artwork.

My artwork is the basis for the Wonder video that I am creating for each wonder. Hopefully we can match up, but if we do not, it will not be a disaster either. For one thing, both of these elements (video and ingame sprite) will not be dominant visual elements to the player. Videos might be viewed once during the course of a game, if even that. And how many players spend a lot of time zooming in and comparing if the video matches the ingame art... ;)

It's nice to sweat the details, but it is also one of those things that we can easily go overboard on too. The time spent on trying to exactly match things up becomes wasteful.

So my thought on the Seat of Moradin...don't sweat the statue too much.

It helps if you think of most of the buildings in the game as complexes instead of individual buildings.

It would be nice to try to incorporate in my bone pyre into the Crypt of Souls, but it is not necessary either. I have no problem with the way you have the Crypt now, and my artwork merely focuses on a small (but dramatic) part of the Crypt.

If I am building a School of Divination, most likely it will be similar to a regular university, with a lot of different buildings on it. That allows for some flexibility for the art team too, and if my artwork does not match up with yours, it's just that we are focusing on different buildings in those complexes. ;)

Hope this helps streamline the process...
 
And how many players spend a lot of time zooming in and comparing if the video matches the ingame art... ;)

What?!?!?:confused:
You mean that i'm a weirdo because i do that?:crazyeye:
 
Seat of Moradin test. It still needs a little texture work, but it's not as high poly as I thought it would be. I salvaged some fireaxis model parts for the statue.
Spoiler :


Files here.

Looks good woodelf. :) Are you doing the necropolis?

Darque and hex, do you have a more revealing ref, or a good description of how the new crypt of souls should look? If not I'll just go nuts.
 
The Seat of Moradin looks great, winddelay.

As for Crypt of Souls, go nuts. The only suggestion I have is that the bone pyre is either the central feature of the building, or use it as a normal building would use a fountain in front of the building.
 
Seat of Moradin test. It still needs a little texture work, but it's not as high poly as I thought it would be. I salvaged some fireaxis model parts for the statue.
Spoiler :

Looks terrific. There might also be some statue models to borrow from that one website you sent the link to.

Looks good woodelf. :) Are you doing the necropolis?

Darque and hex, do you have a more revealing ref, or a good description of how the new crypt of souls should look? If not I'll just go nuts.

I'm hoping that while you redo the CoS you'll get an idea for the Necropolis as well. You have a feel for dark buildings. ;)
 
I finally updated the SVN with the latest alpha version. I had some bugs with saving/loading the player alignment which is now resolved.

Let me know of any issues you guys find.

Here is a new screenie for all those interested in seeing what the game currently looks like:
Spoiler Tel'Seldarine Holy City :
71042.jpg
 
I have had another good success with modding the SDK tonight: I now have the proper text appearing when the mouse cursor is over the spell buttons. Just a little bit of cleanup on the python side of the spell system code, and the base spell system code will be almost completed. Last thing left now with the base spell system is to be able to attach sounds to the spell. But that should be a fairly easy task.
 
That's good news. winddelay and I are plugging away on buildings. He textured my Temple of Brilliant Reflection and Guilladirth (sp) as well as several lizzie buildings for their upcoming cityset that he has looking awesome. Just some shadows are needed for the buildings and I think he has a few more models and some tinkering needed for the lizzie set.
 
I have had some more coding successes in the last two days.
Yesterday I have modified the dll so that any commands added to CIV4CommandInfos.xml are assigned an actionId, which will make it easier to add spells and get the tooltip help when you mouseover the button.

Today I have added C++ and python code so that a unit with poisoned or diseased weapons will transmit that poison or disease when they hit another unit.
 
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