[FfH II Art Team Blog]

thanks guys!!!
it´s really good to hear that.
I wanted to get further away from the old civ interface and provide a more "fantasy"-adequate interface than the webdesigny original one.
xienwolf provided all the necessary code and i am really happy how it turned out finally :)

@seZ:

All I can say is : BRILLIANT! The new interface brings this game to a new level. It adds to a much greater immersion into the fantasy world which is FfH, and it's pure joy to see and use all those delicate and wonderful graphics. Masterpiece!
 
i agree with imhotep 100%, and is there any chance of uploading a version of this interface that can be used fore other mods and vanilla?

Its much more than just the replacement of dds files. The interface was redesigned first in 0.33 (the "action" interface) so that Xienwolf and seZereth could paint it.

Because of that it isnt as simple as swapping out files to add it to a mod. CvMainInterface.py was heavily modified so those changes would have to be merged into any mod it was added to.

Not that its impossible, just that it would be a significant amount of python work.
 
Its much more than just the replacement of dds files. The interface was redesigned first in 0.33 (the "action" interface) so that Xienwolf and seZereth could paint it.

Because of that it isnt as simple as swapping out files to add it to a mod. CvMainInterface.py was heavily modified so those changes would have to be merged into any mod it was added to.

Not that its impossible, just that it would be a significant amount of python work.

btw. we do that on purpose to keep FfH unique by making it hard to copy us ;)
 
Uh, I don't know is it the right place to ask (I am almost sure it's not) but I've made the Sheaim palace model and encountered this problem: if you set transparency via alpha on some faces you can see through them only faces which do not belong to the mesh the transparent face belongs to. Other parts of the same mesh are invisible through this face, is there a way to fix it other than make every part as a single mesh?

Look: the tower is surrounded with transparent cylinder with tentacles on it; you can see the tower through cylinder's faces between tentacles but you can't see another side of the cylinder through it :(
sheaim_palace_U08.png


I think some professional like seZ has a chance to help me; also it's somewhat FFH related so I hope I won't be banned for posting questions here ;D.

P.S. It's my 666th post 8\.
 
that looks nice...

I'm curious... if you just texture the tentacles onto both side of the cylinder (inside and out, i mean) won't they show up?
 
Spoiler :
Uh, I don't know is it the right place to ask (I am almost sure it's not) but I've made the Sheaim palace model and encountered this problem: if you set transparency via alpha on some faces you can see through them only faces which do not belong to the mesh the transparent face belongs to. Other parts of the same mesh are invisible through this face, is there a way to fix it other than make every part as a single mesh?

Look: the tower is surrounded with transparent cylinder with tentacles on it; you can see the tower through cylinder's faces between tentacles but you can't see another side of the cylinder through it :(
sheaim_palace_U08.png


I think some professional like seZ has a chance to help me; also it's somewhat FFH related so I hope I won't be banned for posting questions here ;D.

P.S. It's my 666th post 8\.

That´s an easy fix.
go in your nifscope to the alpha property you added, click on flags and then choose the settings on the pic:
attachment.php

you can play around with the value a bit and see how it affects your model (but higher is more processor costly I think).

cheers.
keep it up
 

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Thank you, I'll try it now! I have nifskope but I don't know how to work with it yet :) (I've just learned how to add fire effects but mainly I don't really know how it works, I just copied it from another model and figured out how to scale/move the effect :) Time to go back to tutorials).
 
As nice as Auric Ascended is, the model is somewhat problematic. Selecting units "behind" him (one tile obove him actually) is almost impossible, and the blizzard below him renders all other map features invisible - such unimportant things as cities or approaching enemy units among others ;) . Anyhow, that's just a small nit-pick. I just finished my first 0.34 game - Domination hit before I could erase the Luchirp and the Malakim with my Auric fueled Winter Power :( . Those were great fun 5 hours though :D .
 
I really think that the blizzard effects around Auric Ascended should probably be tones down, or at least not be shown when disable effects is on. I've had the problem selecting units near him too, and also have often had the game crash because my computer couldn't handle those graphics for very long.


Unrelated, but I still strongly dislike the Volcano graphics. Could you switch to using the FF variety, or come up with something better of your own?
 
·Imhotep·;7347380 said:
As nice as Auric Ascended is, the model is somewhat problematic. Selecting units "behind" him (one tile obove him actually) is almost impossible, and the blizzard below him renders all other map features invisible - such unimportant things as cities or approaching enemy units among others ;) . Anyhow, that's just a small nit-pick. I just finished my first 0.34 game - Domination hit before I could erase the Luchirp and the Malakim with my Auric fueled Winter Power :( . Those were great fun 5 hours though :D .

This is also true for Hyborem, try to zoom out the map it should work when you select units behind it.


Edit: Sezereth are you gonna make in the future some rework to some of the Infernal and Council of Esus units? For the infernals i'm referring to Balor and Imp which doesn't seem textured like a lot of other units and their lightning is in my opinion a bit too strong. About Nightwatch and the Horse Riders of Esus they are a bit too black and so it is really hard to notice their armor and boots.
 
Its much more than just the replacement of dds files. The interface was redesigned first in 0.33 (the "action" interface) so that Xienwolf and seZereth could paint it.

Because of that it isnt as simple as swapping out files to add it to a mod. CvMainInterface.py was heavily modified so those changes would have to be merged into any mod it was added to.

Not that its impossible, just that it would be a significant amount of python work.

by Agares' Vault... thats a bugger :( i was really hoping i could pinch this interface for Warhammer, its just not right playing civ witout it now :( (and the interface chage with the flag, promotion and unit avatar being moved are just brilliant)
 
This is probably the wrong place to ask this as well, but I wanted to use the nice blizzard clouds from FFH : Age of Ice (who made these btw?) Anyway, I'm trying to get them to show up over the top of units and trees, but no matter what - it's persistent to allow trees to show up as if they're on top of the clouds, even though they're underneath. I've tried tweaking the alpha and NiZbuffer properties, but no luck. :(

Any ideas? Also, am sorry for the OT.
 
This is probably the wrong place to ask this as well, but I wanted to use the nice blizzard clouds from FFH : Age of Ice (who made these btw?) Anyway, I'm trying to get them to show up over the top of units and trees, but no matter what - it's persistent to allow trees to show up as if they're on top of the clouds, even though they're underneath. I've tried tweaking the alpha and NiZbuffer properties, but no luck. :(

Any ideas? Also, am sorry for the OT.

Firaxis made them.

Layers are applied based on the type of object. If you implement them as improvements (as we have in FfH2) they will be painted beneath features and units, regardless of their actual placement. If you implement them as features (as they are in AoI) then they will be painted in front of units and improvements.

At least thats my take on it. I dont think it has much to do with the actual model itself.
 
hey guys, not sure if youll have any use for this but i made it for the warhammer mod and figured there may be some use in FfH:

me said:
The Great Maw

This is The great Maw, a religious icon for the Ogre Lords of the Warhammer World. it is a bottemless pit ringed with jagged rocks and pinnacles that look strangely like teeth, the Ogres offer sacrifices to the Great maw by throwing captives down the pit.


Heres the link: THE GREAT MAW
 
Firaxis made them.

Layers are applied based on the type of object. If you implement them as improvements (as we have in FfH2) they will be painted beneath features and units, regardless of their actual placement. If you implement them as features (as they are in AoI) then they will be painted in front of units and improvements.

At least thats my take on it. I dont think it has much to do with the actual model itself.

Thanks for the help. :) But now I'm really confused, I have them implemented as features already. Is there a way in the XML to give it priority over other objects? These tags may be relevant, I've tried a few different values with them:

<iSeeThrough>1</iSeeThrough>

<bVisibleAlways>0</bVisibleAlways>

I'll have a look at the AoI XML and see what you guys are using.

EDIT : It looks like you're using it as an improvement in AoI, maybe you meant the other way around, as an improvement it will be painted over features and units?

@ PL - That kind of looks like the creature on Tattoine. :p
 
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