Dune Wars Art Thread

Another pack of remastered Leaderheads - Emporer, Feyd, Leto 2, Scytale, Navigator and Alia. I am tweaking brightness, contrast and saturation as I go.

I'm going to get a more Fremenish Ghanima and I think I remember where to get a good Fenring. Also, I have the Emporer game videos so I can probably get a better Ordos one too. I think the Baron, Rabban and Paul can be improved from the Dune 1984 DVD too.
 
Well, it just means once 1.2 is stable there'll be lots of lovely graphical content to add! :)

I hope you're exam isn't going to suffer with all this debugging...
 
More leaderheads, new ones for Fenring, Ghanima and Roma Atani.

attachment.php
 

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I have collected all of the graphics updates and I can put up a graphics only, 1.2.1 patch tomorrow. I wish I could help more on the CTD. Each day seems to bring a different lead.
 
More leaderheads, new ones for Fenring, Ghanima and Roma Atani.
Is it just me, or does anybody else has the feel that they're looking into the wrong direction? Somehow I think they should look to the left...

I did a quick mock-up - and think that a flip - plus moving them a bit to the right, which I cannot do without the source pic - would make them more like they're looking at you.

Cheers, LT.
 

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I'm not sure that flipping makes that much difference - if they're not looking straight at you then there's not a lot you can do. I could have taken shots where they are looking more directly at the camera, but personally I'd rather try to get ones that capture the traits of the character/faction. I can upload the sources at some point if you want to have a go.
 
Since the TGA pack for Emporer:Battle for Dune I previously uploaded was difficult to browse I have converted the entire set to PNG making it possible to browse using the Thumbnail view in Windows. There are a number of potentially useful bits and bobs in there. A lot of the smaller images would still look OK when resized to 64x64 for icons. The conversion to PNG has made the transparent layer black, but you can always go to the corresponding TGA file for a transparent version.

PNG:
http://www.mediafire.com/download.php?2uzymajyy4e
TGA:
http://www.mediafire.com/download.php?wymyyuww2tq
 
I tried out all the new flags. I think they are a big step forward. One thing I did to test, which you probably didn't, is to put one unit of each player and then zoom way out, to see if I can tell them apart. This picture shows DW side by side with vanilla. Even ignoring the teamcolor on the sails, the flags are easy to distinguish in vanilla. A couple of the flags in DW are similar, or don't show much info when zoomed out like this.

Fremen and Sietch Tabr are both pictures, rather than icons, and they just look like a brown spot when zoomed out. The two purple ones are hard to tell apart, and the three green ones are hard to tell apart. The other ones look great. It's low priority, but this is the view that I use most of the time to look at the strategic situation. So being able to tell quickly whose units are whose is helpful.
 
If you've been following along in this thread, you see there are many different posts with one or two graphics updates. Here is a patch over version 1.2 called graphics-1.2.1. It has the following graphics only changes:

* Spice graphics
* Sandstorm effect
* Flags and player colors
* Leaderhead pictures

http://jendaveallen.com/fury-road/dune-wars-graphics-1-2-1.zip
 
Fremen and Sietch Tabr are both pictures, rather than icons, and they just look like a brown spot when zoomed out. The two purple ones are hard to tell apart, and the three green ones are hard to tell apart. The other ones look great. It's low priority, but this is the view that I use most of the time to look at the strategic situation. So being able to tell quickly whose units are whose is helpful.

Well team colour on the units themselves would help, but this isn't always desirable. It may be possible to put a disc of team colour at the base of the flag which would make things more obvious. I can obviously also revisit the flags themselves at some point.

Thanks for putting together the patch.
 
The one problem I would dearly love to fix is where the edge of the tiles sometimes have a transparent line. This is not because there is actually a gap - all the tiles actually overlap slightly - it is because for some reason from certain angles the transparent edge of an upper tile is 'seeing through' the non-transparent part of the lower tile to the desert. You will noticed if you use Ctrl-Right or Left arrow key to rotate the view that the spice is pretty much seamless then.

I've tried to fix this in a number of different ways without success. I may see if some of the graphics gurus around can suggest something, but until then this is the best I have.

I'm no graphic guru but I had a similar problem with ocean terrain. I got it because I feathered/smoothed out the bottem left part of the terrain, leaving a (semi transparent) gap betweem graphics and borders.


And I have "graphical" problem too. I added unit graphics for my new melee fighters but one of them is not walking but moving like a rover :eek: . The other melee unit just works fine. Anyone knows why that could happen? I alread changed xml entries to SPECIALUNIT_PEOPLE and UNITCOMBAT_MELEE.
 
Yeah, I sort of need the semi transparency to disguise the overlaps. I might have another stab using no semi transparency at some point.

If you let me have the zipped up unit folder and XML for the unit I'll take a look. Also, let me know which animation set the unit uses if it's not included.
 
If you let me have the zipped up unit folder and XML for the unit I'll take a look. Also, let me know which animation set the unit uses if it's not included.

Thank you, I will upload it. I just steal some unit graphics from ffh2, maybe I forgot to copy some animation files. :dunno:
 
Ah, I have all the FFH2 stuff already unpacked. Which unit is it you are trying to bring over?
 
Yeah, know it - it's the one that looks like a ninja. I probably won't be able to have a go until tomorrow.

It should use samurai animations if I recall. You could try copying the samurai animations into the unit folder and see if that fixes the issue.
 
I already have samurai graphics included. If there is no easy fix, I will just look for another unit graphic.
 
It was a pretty quick fix, Koma. It involved changing the NIF so I don't know how this works in FfH2 (perhaps it doesn't). I've attached the unit folder and here's the XML I used:

Spoiler :
Code:
		<UnitArtInfo>
			<Type>ART_DEF_UNIT_WARRIOR</Type>
			<Button>,Art/Interface/Buttons/Promotions/Shock.dds,Art/Interface/Buttons/dunepromoatlas1.dds,7,2</Button>
            <fScale>0.44</fScale>
            <fInterfaceScale>1</fInterfaceScale>
            <bActAsLand>0</bActAsLand>
            <bActAsAir>0</bActAsAir>
            <NIF>Art/Units/DividedSoul/JapaneseSamurai.nif</NIF>
            <KFM>Art/Units/DividedSoul/JapaneseSamurai.kfm</KFM>
            <SHADERNIF>Art/Units/DividedSoul/JapaneseSamurai.nif</SHADERNIF>
            <ShadowDef>
                <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
                <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
                <fShadowScale>1</fShadowScale>
            </ShadowDef>
                <fBattleDistance>0.35</fBattleDistance>
                <fRangedDeathTime>0.31</fRangedDeathTime>
                <bActAsRanged>0</bActAsRanged>
                <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
            <AudioRunSounds>
                <AudioRunTypeLoop/>
                <AudioRunTypeEnd/>
            </AudioRunSounds>
        </UnitArtInfo>

Edit: Just noticed that sword on his hip doesn't seem to be visible - I'll fix that another time.
 

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