Dune Wars Art Thread

Anybody want to make some art?

So we need a good sandstorm shot and a worm attack shot. I can look into it - if we are going to use that modcomp it would be good to know what dimensions are needed.

Both the movie and the miniseries, have the worm eating the harvester when Leto, Paul and Kynes go out to inspect the harvesting operations. I can see if there's a good still. I'm not sure about showing a movie for events - that might be too much, but movies for religions being founded is definitely on my list of cool things to investigate.
 
Here's a couple of worm killing harvester harvester shots. Since like a lot of the model effects shot in Dune it is very grainy I have really pushed the contrast to give it a hand-drawn sort of look. The sandstorm in the movie is not very impressive so I might look to the miniseries for that one.
 
A drawback of the new sandstorm effects is that they are showing up in unrevealed territory for some reason. Is it possible to add a check for this to the python?
 
Consider it as Weather Report :D
 
A drawback of the new sandstorm effects is that they are showing up in unrevealed territory for some reason. Is it possible to add a check for this to the python?

That is odd. Did the previous effect show up in unrevealed territory? Are they all visible, that is, if you ctrl-Z do you see any more storms? I am not quite sure how to check for revealed territory. I guess in multiplayer, each person will have a different revealed area, so a given storm would be drawn for some players but not others.
 
For modcomp You just can add option " Do not disturb me with such things ever more" :D or something like this so it will popup once per game.

If Option " Proceed sergeant, we need to be carefull with worms later" or "I want detailed information about destructions caused by storms later" (something like that) chosen then it will inform you next time again with graphic pic popup.

also - can you add coordinate to that message?
 
Also, 2.40 on this video is nice pic/bik for sandstorm
(just before you watch it turn off speakers, annoying music :/ )

I'm amused someone has gone to the effort of editing the highlights of Children of Dune to Darude's Sandstorm. Some people have too much time on their hands...

I have the DVD so I can get a shot of that.
 
Another project to do SL10g
Action Icons are vanilla ones.
Icons like "unload from transport", "move to" have not Dune content (sea transport with grass land)
 
People have commented that the strategy layer - the hashed plane that appears for settlers - is appearing lower than the cultural border. Here's a quick explanation of what's going on.

Here are two screenshots. The first is vanilla and the second is a one line mod changing iWaterHeight to zero in Civ4TerrainSettings.xml.

Spoiler :
attachment.php

attachment.php


In the first the strategic layer is aligned with cultural borders on flatground, but the city at the level of the seabed has invisible buildings.

In the second, the sea bed city now has visible buildings, but the strategic layer (which obviously tracks the water height somehow) is no longer aligned.

Dune Wars needs to have iWaterHeight set to 0 otherwise buildings do not show up in Sink level cities.

So, it comes down to a choice between aligned strategic layer and visible cities in Sink. As far as I have been able to tell the height of the strategic layer is set by the engine and is not mod-able independent of the iWaterHeight.

Whilst it is slightly distracting, there haven't been too many complaints.

Just thought I'd explain what is going on.
 

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mm is that why when founding a city you see two squares of cultural border one on top the other?

Yes. When you click the "found city" button, you briefly see two squares at different altitudes. One is the actual map, which stays permanently. The other is what deliverator called the "strategy layer". When you click on a settler, it uses the strategy layer to show the nine plots where the city would have effect. When you found the city, both the strategy layer and the map layer show briefly; then the strategy one disappears.

Several players have mentioned this as a bug, so it is too bad we cannot do anything about it.
 
I haven't touched bonus resources in a while so I thought I finally make a proper prickly pear cactus for the Baradye resource. It's turned out quite nicely I think. I'll eventually replace more of them with better art.

On that subject, Slvynn do you fancy reskinning the Coffee bonus a little bit? The model is good, but it is next to invisible on the DW terrain.

XML for ArtDefines_Bonus.xml:
Spoiler :
Code:
		<BonusArtInfo>
			<Type>ART_DEF_BONUS_BARADYE</Type>
			<fScale>1.1</fScale>
			<fInterfaceScale>1.0</fInterfaceScale>
			<NIF>Art/Terrain/resources/baradye/baradye.nif</NIF>
			<KFM></KFM>
			<Button>Art/Terrain/resources/baradye/baradye.dds</Button>
			<FontButtonIndex>48</FontButtonIndex>
		</BonusArtInfo>
 

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On that subject, Slvynn do you fancy reskinning the Coffee bonus a little bit? The model is good, but it is next to invisible on the DW terrain.
I'll do that tomorrow as well as some other plans as fnishing finally HUD for koma. (Btw because i had some break today in middle of job but had no ordos files i made advance with Harkonnens, and i like results ;) )
I just been quite tired to work deep last days (bc of job), hope it will change on incoming days. I'll do that , sure.

also koma please sorry, i hope i will finish it this week, i just wont remove things and i want it being presented finished and perfect and well done And not always you have energy/musa/ time to dig that deep, so i just advanci9ng with it while keeping enjoying the work/creation process.
 
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