Dune Wars Art Thread

I just use the greek helmet (current homeworld button) as a placeholder from the minimap buttons.
See:
civ4screenshot0008r.jpg


If you replace that button it will also be changed in the minimap. We don't want this. Maybe it's best if you just send me the new button you made in a single file...

Here you go.
 

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Ok, i looked through HUD designs, and what i thinking about is to make same amount of changes been done in FFH, that mean only corner files (ones of Resource/Civ4/HUD/ folder) will be changed, matching civ and UI RGB value changed in thm files. Since UI's color itself is easy (for more expirienced modders than i am) to change with making changes in thm files (i still not sure how to do it ,i tried and failed), i will choose some RGB to each civ values for UI.
Then there is a question: how i can locate bottom part of UI. I cant find it and i need to do that because i need that file already built to work with it and integrate into it end turn button and match colors of civ specific corners.

Question2: how do i change HUD color through RGB. I changed thm files but still have that blue color.
 
Then there is a question: how i can locate bottom part of UI. I cant find it and i need to do that because i need that file already built to work with it and integrate into it end turn button and match colors of civ specific corners.
I would prefer having a new interface instead of just editing the existing one...
 
I would prefer having a new interface instead of just editing the existing one...

Ok, no problem, base will be done following original civ base, and then some special features will be civ specific.


@deliverator - asking again do you have skype? I checking game myself and i can figure what is wrong, every resource have its own picture.... Quite allright... Tell me what i missing (or may be you, some file :P)
 

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I don't have skype I'm afraid.

I'm not sure what your question is. The small resource icons are just placeholders chosen by me. In some cases they look OK. The Dates gamefont icon for example can probably be kept, but some of the others look nothing like what they are meant to represent. For example, Spiked Paintbush has a Prawn for an icon. It's a minor thing really, but as david said it would add a bit more polish if we could replace those.
 
oh damn i just messed you up, you have same lenght names starting with d, sorry buds. This message meant to be for david.
So: do you want me to change icons according how plant itelfs looks? I not sure i know what i should draw though. But David said that some ones missing icons but as far as i saw it - all are in place..... Oo
Its also quite minor issue but i will do that if necessary, i just need reply of david to cross check things. I just love to work when i have clear tasks, having not so clear task drives me off :P
 
But David said that some ones missing icons but as far as i saw it - all are in place.....

Sorry for any confusion. As far as I know all the *buttons* are correct. It is possible some of the *font* characters may be correct by accident, but probably they are all wrong. Please create new fonts for all of the bonuses and stuff them into the appropriate places in gamefonts, as given by the font id in the bonusinfos file. You probably won't need to make any changes to the bonusinfos file. If you do, please first download this patch from deliverator (which has an updated bonusinfos file) and make your changes in that. This will make it easier to keep everything consistent.
 
Some update on Civ specific HUDs:
I almost rebuilt Civ Hud in vector by my own, having its vector graphics.
What i going to do is to use old one, but with some minor added features for each civ. Its at home and under work, hovever i think i'll say bye bye to old worm ,and will make Turn button one of civ specific features, and will be the biggest noticable feature.
Turn indicator is light as vanilla, used in eye. Here are 3 sketches for Ordos and Atreides and Freeman Turn Buttons, with light inside eye, which will fade when turn is done , those are just composition sketches, all will be shaded, polished, and used with fitting material look (glossy metal/glass shading for ordos for example).

Edit: Done for all civs, but dont want to post too much of raw material :P
 

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Here's a tiny patch over 1.5.5 to make the Harkonnen team colour red. It looks much better than orange I think.
 
Slvynn said:
I almost rebuilt Civ Hud in vector by my own, having its vector graphics.

I'm interested to see what you come up with.
 
Here's a tiny patch over 1.5.5 to make the Harkonnen team colour red. It looks much better than orange I think.


haha nice one, i like it red too :P
 
I am going to edit these Final Frontier ships to be the new Carryall line. I think the dark colour with gold trim really suits the Dune setting. Just need to edit the heights. Will post later today. This will resolve the pedia viewport issues.
 
I going to edit these Final Frontier ships to be the new Carryall line. I think the dark colour with gold trim really suits the Dune setting. Will post later today.

and please remove chariot sounds from it and make bit bigger than in Final Frontier i think, scout there is too small :P
 
I have commented several times before about making terrains visually different. While trying to thin out mesas in the mapscript, I have gotten more annoyed with the lack of visual difference between mesa and anything else. It is almost impossible to tell from rugged, and very difficult to tell from rock.

I have absolutely no ability to actually create artwork, but I can hack things. I took the peakblend.dds file and turned it into greyscale. Obviously this did not work as-is; there is a black line, and the back side of the mesa did not appear to change. But, I think it looks interesting and it definitely makes the game easier to play.

attachment.php


Could one of the folks with actual art skills make mesa a lot more grey so it stands out? Ideally, the color should appear with altitude so that the grey bare rock stands out above the surface.
 

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I have commented several times before about making terrains visually different. While trying to thin out mesas in the mapscript, I have gotten more annoyed with the lack of visual difference between mesa and anything else. It is almost impossible to tell from rugged, and very difficult to tell from rock.

I have absolutely no ability to actually create artwork, but I can hack things. I took the peakblend.dds file and turned it into greyscale. Obviously this did not work as-is; there is a black line, and the back side of the mesa did not appear to change. But, I think it looks interesting and it definitely makes the game easier to play.

attachment.php


Could one of the folks with actual art skills make mesa a lot more grey so it stands out? Ideally, the color should appear with altitude so that the grey bare rock stands out above the surface.


When i will be at home after job and noone will do it before me i will fix that. Thats quite simple, need to do some filter/color adjustment. Cant do now b/c i am on job .
 
It is almost impossible to tell from rugged, and very difficult to tell from rock.

I agree that rugged and mesa are indistinct. Personally, I don't have a problem distinguishing between rock and mesa, but these things are subjective. I think a better approach than grey mesa is to work with rugged a bit to make it more distinctive.

If all else fails the main mod can ship with high contrast terrain, and I can put up an alternative terrain modmod for those that prefer it.

One thing on my list is to fix the grid layers. Some of the grid overlays were destroyed in the process of making the new terrain.
 
I have no difficulty detecting between rock, mesa and rugged in the current version. Much more difficult than that is that mesa tiles are harder to select - as are tiles 1 north of a mesa tile - because of the height differential.

I do have significant difficulty distinguishing between anchor grass and grasslands though. If they're right next to each other I can tell, but if I just see a green tile somewhere I can't tell which it is.
 
It might be possible to improve the heightmap situation - it's on the list.

I do have significant difficulty distinguishing between anchor grass and grasslands though. If they're right next to each other I can tell, but if I just see a green tile somewhere I can't tell which it is

Yes, I think the best way to go with that is make anchor grass a patchy green/brown which would also make it more obvious that it is an intermediate step.
 
The shaded sides of the mesa I think make them clear enough. I've agreed rugged should be looked at.

So my to list terrain-wise is:
1) Fix grids.
2) New textures for Anchor Grass and Rugged.
3) See if the heightmap can be adjusted to make selection easier.

There is a balancing act here. I want terrain that is a bit more realistic than vanilla which is very cartoonish. We could make everything extremely high contrast which I know would make you happy, but I think that would lose some of the Dune immersion factor. I still think there is a happy middle ground to be found - we just need to keep trying things until we get there.
 
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