Dune Wars Art Thread

1.Fixing textures of bad-textured units.

I will make a 2D/3D task list for units this weekend. Quite a lot of the models need replacement as well as retexture. I don't want you to spend time retexturing models that will probably get replaced.

2. Is it possible and easy to code that different civs will use same model but different texture?

This can only be done by having a different unit folder and XML art define entry for each new texture, unless you use the same texture, but let the team colour show through (e.g. the Thopters).

If we have 9 civ-specific textures for each unit then we will have a massive number of unit directories and the download size will be much bigger. This might be worth it if it makes the factions look more interesting and consistent.
 
I will make a 2D/3D task list for units this weekend. Quite a lot of the models need replacement as well as retexture. I don't want you to spend time retexturing models that will probably get replaced..
That would be helpful :) thanks


This can only be done by having a different unit folder and XML art define entry for each new texture, unless you use the same texture, but let the team colour show through (e.g. the Thopters).

If we have 9 civ-specific textures for each unit then we will have a massive number of unit directories and the download size will be much bigger. This might be worth it if it makes the factions look more interesting and consistent.

Interesting what others say on this, i doubt we will make such huge amount of civ specific models in close time, but making civ units look distinct will add value to mod, and will add a lot to flavoured gameplay with particular civ

EDIT: Update on SLV07 - Need to make handdrawn (pencil/charcoal?) drawings for Eras - resemblance with life stages of freeman.
 
1.Fixing textures of bad-textured units. 2. For common all civ units make different texture. Is it possible and easy to code that different civs will use same model but different texture?


It is easy to use different textures for the same unit in different civilizations. However, this is not our biggest problem. First, I think we should get one good texture for each unit. Then we can make additional civ-specific textures. If you take a quick look through the units, you will find a number that can use a good texture. Actually the sandworm could use a texture also; the close-ups of the sandworm in the movies show a cracked rock type of texture, similar to our salt terrain.
 
It is easy to use different textures for the same unit in different civilizations. However, this is not our biggest problem. First, I think we should get one good texture for each unit. Then we can make additional civ-specific textures. If you take a quick look through the units, you will find a number that can use a good texture. Actually the sandworm could use a texture also; the close-ups of the sandworm in the movies show a cracked rock type of texture, similar to our salt terrain.


Yep sure, 1st fixing, then expanding, i just want to make a plan & proirities. The list from Deliverator will be great help.
 
Ok fast retexturing of Suspensor Gunship (i dunno though if this model stays)
Please check and give your critique/feedback
 

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That just looks... black.

I think what it really needs is a model change, to shrink the wing/suspensor things relative to the main cockpit/hull area.

Another thing that would be cool for the suspensor units is if they could have some kind of hoverfield effect, like a little blue thruster energy stuff surrounding or coming down from the thruster pads?

How did the Baron's personal suspensor things look in the movie, is there anything there? Or did they just float?
 
How did the Baron's personal suspensor things look in the movie, is there anything there? Or did they just float?

They played some dangerous music in the background. :)
 
Yep i agree wings are too black, i made it bright already (as body, khaki vehcle color) , but if you change model then i will hold. Just made my try with retexturing. Also seems that stuff is darker that it appear in my Corel.
 
I think what it really needs is a model change, to shrink the wing/suspensor things relative to the main cockpit/hull area.

Another thing that would be cool for the suspensor units is if they could have some kind of hoverfield effect, like a little blue thruster energy stuff surrounding or coming down from the thruster pads?

The model is on my mental replace list.

I've though a glowing hover effect would be cool as well. It's certainly doable with a particle effect.
 
Swordsman head + Calvary body + Explorer Animations = New Shield Fighter Model

I think with a reskin and some kind of shield effect this will look the part. We may be able to use the same model with a different skin for the Atreides Heir too.
 

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Not bad; I guess the idea is that these represent the first kinda professional soldiers in uniform.

From your description I was expecting some kind of centaur monstrosity :-)
 
Yep i agree wings are too black, i made it bright already (as body, khaki vehcle color) , but if you change model then i will hold. Just made my try with retexturing. Also seems that stuff is darker that it appear in my Corel.

Yeah, you'll often find that what looks like a cool texture will look too dark in game. Often you need to make the texture quite bright and highly saturated to look good in game.

Since you are new to texturing, I should let you know that the best way to work of textures is to get Nifskope - look for the latest version 1.0.21 here. This will allow you to view the 3D NIF file while you are texturing. Each time you save your DDS image, Nifskope automatically refreshes the texture on the model. You can use the mouse to rotate and zoom around the model, etc. Note: My comment about brightness and saturation also applies to Nifskope.

Another tip for texturing/reskinning is to always work on 512x512 pixel textures. Any existing textures can be resized to 512x512 before you start work. When you upload a reskin it is handy to provide the 512x512 texture in case anything needs to be changed, or another reskin needs to be made. It is better to downsize the textures to 256x256 prior to release in a patch so as not to affect performance.

If you want to practice I have attached the new Shield Fighter model from the previous post.
 
Ahriman said:
Not bad; I guess the idea is that these represent the first kinda professional soldiers in uniform.

Exactly. I am going to post a grand unit art plan at some point on the weekend. The thought is that the earlier units should look more ragged and basic to fit the vague post apocalyptic backstory. Later on they can have smarter uniforms and look better equipped. I actually quite like the 19th century style uniforms in the movie - it seems to fit the concept of the Great Houses well.
 
Thanbks i didnt worked with blender, downloading it too.
On model - very nice. Can you take something like FFh fire element, or thade from fall further and combine 2 models?
 
Can you take something like FFh fire element, or thade from fall further and combine 2 models?

Yes, I can take effects from one model and put them on another. At the moment I am collecting potentially usable particle effects from a few sources. Various things like explosions, muzzle flashes, magic swirling glowing stuff. I want to make good use of these because they'll really add polish to the mod.

The things I want to line up good particle effects for are:
+ Sandstorm - the current static cloud is just dull
+ Spice Blow - the tornado really looks out of place
+ Shield effect for units
+ Arcing Electricity for Wormsign - I think the FFH2 maelstorm spell is going work well for this

I'm not familiar with thade from fall further - might have to download that modmod at some point.
 
The thought is that the earlier units should look more ragged and basic to fit the vague post apocalyptic backstory. Later on they can have smarter uniforms and look better equipped. I actually quite like the 19th century style uniforms in the movie - it seems to fit the concept of the Great Houses well.

Sounds good to me.
 
I have bit a hard time atm to view nifs , you sure you sent me right link? all i have nif scripts for Blender, and i downloaded blender and python, but yet no luck.
Pls help me and do you have any link with Blender tutorials?
 
Thanks :)

I opened Nif scope but i didnt managed to find a way to load textures on model.
 
The best way is to make sure you have NIF files always opened with NifSkope in the file options. Then you need to make sure you have all the textures and NIF in the same directory. If this is set up you should just be able to double-click on the NIF file and NifSkope will load up the model with the texture showing. If the model is showing only white instead of a texture, try closing all instances of NifSkope and opening one with the model you want to look at.
 
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