[FfH II Art Team Blog]

Your Cultural Diversity Mod looks superb, just what BTS was crying out for. When do you think it will be ready?

The new Sidar units are great by the way!
 
Great work with the new sidar units C.Rolands...I especially like the new ghost with the incredibly pale skin, kind of lools like a sith...what weappons will he use?

Any chance that you could try skinning Rathus with a ninja like face mask with the hood rather than the current open face hood

Presently he his figthing with his hand but it may change.

I think I'll led Rathus like this, but other sidar units will defenitly have mask that will hide their hideous skin.
 
i know this is a big no with most 3D rendering software (from personal experience), but can transparency be done in blender or 3ds max or whichever you use for these?
 
Transparency is usually pretty easy to do with 3D. Its basically just an Alpha channel in your material. A black and white grayscale image where white is fully seen and black is invisible, while the grayscale is seethrough. Sometimes it just takes your textures alpha channel, sometimes you have to create a separate image file.

Never used Blender so don't know how it does it.
 
Transparency is usually pretty easy to do with 3D. Its basically just an Alpha channel in your material. A black and white grayscale image where white is fully seen and black is invisible, while the grayscale is seethrough. Sometimes it just takes your textures alpha channel, sometimes you have to create a separate image file.

Never used Blender so don't know how it does it.

Blender can handle alphachannel, but even if it can not, we can add an alpha proprety with nikskope so there isn't any problem. My shade unit already present in the game is transclucide because of an alpha channel and other sidars unit will have this effect (possibly Rathus too).
 
Yeah I know but I use the mesh that Kael is using for the NetherBlade equipement. I don't know if Kael want me to add green rune, or if he want to modify the pedia.

Ill change the pedia, no stress.
 
Your Cultural Diversity Mod looks superb, just what BTS was crying out for. When do you think it will be ready?

The new Sidar units are great by the way!

Hopefully a first release in January sometime... back to discussing FfHII graphics now ;)
 
But I liked the Rathus pedia entry. I think you just need to add the runes. I guess it would be ok to only add them to the unit, sinc ethe runes aren't sid to glow until he is already holding it.
 
Having just finished a game as the Fellowship of Leaves, I have to say that the new satyr is model is awesome.
 
I thought you had added new "Fanghorn Style" Ancient Forests Graphics. After finally getting my computer back and installing Civ IV/BtS/FfH 2 .30/patch f (The hard drive had to be replaced, and I lost everything on it) I'm still seeing the old way too bright Ancient Forests. It is enough to make me disable the FoL religion from my games.
 
I thought you had added new "Fanghorn Style" Ancient Forests Graphics. After finally getting my computer back and installing Civ IV/BtS/FfH 2 .30/patch f (The hard drive had to be replaced, and I lost everything on it) I'm still seeing the old way too bright Ancient Forests. It is enough to make me disable the FoL religion from my games.

no, i just had it somewhere as an optional download.
today i had another look at it and got some new tricks to make it work as a forest, but i have to spend some more time on it, getting the road cut to work.
 
I would prefer it to not road cut, it would look much better if the forests were really thick. in fact, i would not like it to cut much for improvements either, just thin it out enough to see what is underneath
 
no, i just had it somewhere as an optional download.
today i had another look at it and got some new tricks to make it work as a forest, but i have to spend some more time on it, getting the road cut to work.

Now THAT is good news :D (roads arnt a big deal i think, but resources are.)
 
I was thinking that Citadels should be larger, possibly taking up a whole tile like a city does. That would make it not look quite as strange when ships sail though them. (I'm not sure they need to be taller, but adding a moat and another level of walls outside the main fortress would be good. A moat and an intermediate size would be appropriate for Castles.)


I tried the Fanghornesque Ancient Forests, but there not quite as good as I'd hoped (still probably better than the default ones). The undergrowth seems a little too dense. I like Having some undergrowth, but I think the giant ancient trees would block so much light that that as much could grow below (then again, it has been said that in Erebus there is no Photosynthesis anyway...). I think that the ower portions of the trees should be a less dense, and that trees roads and maybe resources should pass under the canopy (you should be able to see the trees arching over them from a side view, but most of the roads would be covered by the foliage.

Edit: I just checked back in the game, and I don't think there is such a problem with the undergrowth as I thought. I think I was zoomed out to far to see it properly (when you zoom out to an angle that hides all the tree trunks then it doesn't look too good). Its growing on me now, but I still think that the bases of the trees be a little further from the road but that they should arch over it to cover it.

I think the one thing I don't like about it is the tree at the back right corner of the tile. It shape seems a little odd, at least for the corner of a tile (and it looks worse when you zoom out more). It might be fine if it were moved a little closer to the center and/ or if were a couple of smaller trees of a more normal shape nearby.

Oh yeah, I also still think that the New Forests should be a lighter, brighter color (possibly the old ancient forest color).
 
small update 13.o1.o8

After the long christmas pause,... Sphener finally got his unique graphic, as close to the original concept as I wanted to go, he has around 900 triangles, uses one 256 texture and another 256 gloss map with a custom environment light.
 
Very nice, but I'm not sure I like the style of Sphener's sword. I feel it should be shaped like sword shown on his shield, and that it should probably be glowing or aflame. (Some radiance around Sphener himself might be cool too.)

I also still think it would be really cool if Sphenor of and Svartalfar units (or maybe only those with the Sinister promotion) had mirror image (left handed) graphics, to agree with his picture (which could probably be more easily flipped than the graphics) and with the word sinister, respectively. And the shadows being cast in the wrong direction would be pretty cool for these units.

(I realize it doesn't belong in this thread, but rereading Sphener's entry is really making me hope for a Seven Pines unique feature in the game. This would give you a chance to steal the symbols of each of the gods (each a powerful piece of equipment. I'm thinking it would probably be better to trigger events for units on the tile instead of placing 21 items there. There could be some special powers for each item, and a bonus based on which ones you choose to leave), but likely incur the wrath of Sphener and cause the removal of the feature. This would probably be better if it accompanied an event-based system of getting heroes instead of having them be buildable units.)
 
Back
Top Bottom