Dune Wars Art Thread

Main Menu

Decided to spruce up the Main Menu slightly. I have tried to respect the existing one. Both files go in Art/Interface/Main Menu. Any ideas for the loading screen?

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Some people enjoy doing icons, some do not. But I think one big missing element from the art standpoint today is the vanilla icons and the resource icons. In particular, some icons like the build pasture action button really throw me "out" of the Dune mindset.

The icons that pop up in the main map when you use ctrl-R are also all mixed up and do not really match what they represent. In 1.1.4, I changed the game mechanics of the resources and we may tweak the mechanics some more; but the resource graphics themselves are not planned to change. So there is no risk of any work being wasted.

I have been chipping away at some of the tech tree icons with screen shots from the movies, but I have run out. Some of the worst ones are fixed as of 1.1.4 so this is a lower priority.

Anybody want to take a crack at icons? I can make the xml changes around them if somebody sends dds files.
 
Decided to spruce up the Main Menu slightly. I have tried to respect the existing one. Both files go in Art/Interface/Main Menu. Any ideas for the loading screen?

The new dune letters are looking great!
 
When you say you've run out, do you mean run out of source material/screenshots? If so, here are a few stills I took from the Emporer videos when I was getting the Ordos LH. You may get one or two out of these.
 
The new dune letters are looking great!
Cheers - that's probably my favourite scene from the movie. The arrival at Arrakis when you hear Brian Eno's Prophecy Theme for the first time and you get the amazing aerial shots of the desert. The atmosphere of the film is so good at the beginning, but by the end it just degenerates into a clumsy Toto electric guitar shambles.

Even more Leaderheads

Used identical shot for Rabban. Paul is no longer in a sandstorm and the Baron is going nuts.

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The gas effect for the spice appears to be visible everywhere, even places I haven't explored yet. Is it possible I integrated the xml incorrectly or missed a file?
 
I think it's just an engine thing. I might have to remove that effect and just leave the snaking fumes.
 
It's a trap![/Ackbar]

Eh, sorry about channeling Ackbar - it's just a windtrap for the mod! ;)

Cheers, LT.
 
Cheers man. Looks great! Right on que for me to include in the Water for Food test...
 
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I have installed 1.2.2 and the wormsign effect seems to have gone - the hump of sand and dust... anyone else got this issue.
 
Please turn on map display (ctrl-z). Do you see any worms at all? I have been turning the worm generation on and off for my experiments about scaring settlers, but I am pretty sure I did not screw up and turn it off in the release.

If you don't see worms at all, please check assets/python/DuneWars.py function onEndGameTurn. Is there a comment character # before the call to WormAdd? If so then I mistakenly released a development change. Remove it and worms should be back.
 
Somehow I've got a really old incarnation of the worm... Have I just screwed up my directories or what? :dunno:
 

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Good news and bad news on the topic of making the storm into a map effect instead of a unit. I have some proof of concept. But I can't use the sandstorm unit which Deliverator has created, and I don't know enough about effects to create the right one.

In the BTS installation, there is a mod Gods Of Old, which has certain effects like plague and tsunami. The effects for these are in BTS/Assets/Art/Effects/Gods_Of_Old and BTS/Assets/Art/Effects/Sunami. There are no units around these effects, they are directly displayed on the map using CyEngine.triggerEffect(). I can do the same thing now. But neither of these effects does what I want. So far it is a proof of concept and most of the code still remains to be written.

The plague effect is too light and easy to miss, and the tsunami effect appears to last too long. When I move the plague, it does not leave a ghost behind. When I move the tsunami, it leaves a ghost for a long time, at least 10-15 seconds. The tsunami also has rain, which is obviously wrong, and lightning, which is pretty cool actually.

I don't understand the relationship between units and effects very well, and I don't know enough about nifs to tune either one.

Is it possible for some artist person to come up with something that doesn't leave a ghost but does look like a sandstorm? Lightning would be cool too.
 
Sure man, I'll take a look tomorrow. It may even be possible to adapt the existing Sandstorm...

Edit: It was really quick and easy to remove the rain and change the texture. The texture is the same as the existing Sandstorm (which was based on the FfH2 Blizzard). It will be easy to adjust the height, remove the shadow, waves, whatever. The main difference between this effects NIF and the unit NIF is the animation is effectively built-in to the NIF itself. This means that I don't think I'll be able to change the animation or have sound effects. Also, I am not sure what governs the slow fading out ghosts - I'd be a bit surprised if that was in the NIF itself since they look like different copies of the same NIF. Could be wrong though.
 
hey guys,
awesome art work so far ! really !

deliverator,

i was thinking about the opening screen youve made - really nice,

but,
how about making the "by kedath and friends" = by dune team, or just the names of the people taking part in?

after all, my part is getting smaller everyday...:)
just showing my appreciation...
 
I could just take the words off all together if no one minds - that would look better I think. 'Dune Wars Team' is a bit pointless and listing people could get all political. I reckon remove that phrase altogether - it will look classier.
 
It took all of 2 seconds as I was clever enough to keep a copy without the "by Keldath and friends". Here's the main menu image with it removed.
 
Sure man, I'll take a look tomorrow. It may even be possible to adapt the existing Sandstorm...

Edit: It was really quick and easy to remove the rain and change the texture. [...] Also, I am not sure what governs the slow fading out ghosts - I'd be a bit surprised if that was in the NIF itself since they look like different copies of the same NIF. Could be wrong though.

Looks great. I need help on the slow fading out ghost. When the storm moves, the effect in the new square appears immediately. But the effect in the old square stays unchanged for about 15 sec, then fades to 50% transparency for 5 sec, then disappears. My python is only displaying it at the current location. Are you sure there is nothing in the nif which governs this kind of long lifespan? The plague effect disappears quickly with the same python code. Maybe it is just the total running duration of the effect? There is nothing I can find which allows me to delete an effect which has been triggered. The Gods of Old code goes inside the redraw function in CvMainInterface.py and triggers the effect every 3 seconds, if I read correctly. It has a timer loop of 12 and it is called every 250 msec.

Could it be that the plague effect loops every 3 seconds and the sunami loops every 20-30 seconds?
 
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