Graphical Quibbles...

Well, the hive texture was the most difficult one (it often looked out of place or didn't provide enough contrast with the buildings). I'm happy with it now, but it took a bit of time to get there - I probably need to look at it again tomorrow, through fresh eyes, so to speak.

Cheers, LT.
I fiddled a bit more with it... and came to the conclusion that sometimes less is more. The hive has underground bunkers, nobody of the hive should be on the surface anyway... so why spoil that feel/theme with a ground texture? Attached the XML with the hive entries removed. You might also want to delete the texture + nif from the art folder to save some file size (the filenames should give it away ;) ).

Cheers, LT.
 

Attachments

I was mainly doing buttons and stuff the last couple of weeks, so for a change another building, this time the hologram theatre. It has 244 polys, which is okay, I think - and for the the setup Planetfall uses, you need these scales: fScale = 1.0, fInterfaceScale = 2.5, scale in LSystem = 4.0.

Cheers, LT.
 
Glad you guys like it! :)

Just a quick model for the solar collector (click here!), not too fancy, but it's a improvement that pops up fairly often, so I kept it simple with less than 200 polys. The arrangement of four panels is a bit of a throwback to the old SMAC collectors! ;)

It does use a bit of gloss (it just looks soo much better), similar to the way the old one did as well - it should show up for you Maniac (since it doesn't use shaders) and shouldn't hinder performance (Firaxis uses it all over the place as well), but if you encounter problems, let me know.

The scale is the same as for the old one (which had 802 polys!) and I attached a big screenshot of it on flat moist terrain for you Maniac, so you can make a button out of it! :)

Cheers, LT.
 

Attachments

Thanks.
I made a cloe-up button, similar to the bunker and tidal harness, only showing part of the improvement. If you prefer zoomed out, like the current borehole button, I can always do that as well.
 
Thanks.
I made a cloe-up button, similar to the bunker and tidal harness, only showing part of the improvement. If you prefer zoomed out, like the current borehole button, I can always do that as well.
By the way, I like the close-ups better than the zoomed out views.

From the graphics to-do-list - the sea mill. Just the plain old model sans dirt and house. Attached two big screenshots of the sea mill as well.

Cheers, LT.
 

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  • windmill_sea.rar
    windmill_sea.rar
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  • windmill_sea_screen.rar
    windmill_sea_screen.rar
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  • windmill_sea.jpg
    windmill_sea.jpg
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Where is the Former texture?

I unpacked the fpk, and looked in art/units/former. There's only the nif and boundshape there. no .dds
The nif points to "Tracked_treads-Terraformer.dds" which isn't there
 
Where is the Former texture?

I unpacked the fpk, and looked in art/units/former. There's only the nif and boundshape there. no .dds
The nif points to "Tracked_treads-Terraformer.dds" which isn't there
In Art\Shared\

Cheers, LT.
 
I'd like to use Deliverator's sandstorm graphics for a Great Dunes landmark. However I can't figure out what files of Dune Wars I need to copy for that. Lord Tirian, do you perhaps know this?

attachment.php
 
How does this look ?
I'd push it a bit more towards yellow in colour - the SMAC formers were more yellowish than green, IIRC. And check out my texture for the material supplies, where I reworked the tread texture a bit (of course, this makes me a wee bit biased towards it! :lol: ).

Are you only going for texture changes or for actual model changes/animations as well?

@Maniac: I'll take a look at the sand storm. Do you want it to be animated or just a static cloud?

Cheers, LT.
 
I'd push it a bit more towards yellow in colour - the SMAC formers were more yellowish than green, IIRC.


I used this as a reference for the color:
http://fidgit.com/five_virtual_places/alpha_centauri.jpg

I think it's fine, personally. Although as is so often mentioned, planetfall is not an exact clone. The originals didn't have dirt marks. Possibly because they didn;t really have a texture at all. So why exactly replicate the old art when we can improve on it ? :)

Are you only going for texture changes or for actual model changes/animations as well?

For this particular one, only a texture change. I'm fully aware of how to do model work though. My skills are texturing, shaders, uv mapping, rigging, kfm editing, modelling. I've not yet tried making new animations for Civ, though.
 
I think it's fine, personally. Although as is so often mentioned, planetfall is not an exact clone. The originals didn't have dirt marks. Possibly because they didn;t really have a texture at all. So why exactly replicate the old art when we can improve on it ? :)
Oh, I totally agree on that, I like the dirt marks. I'd just use this as reference shot:

(it's a thumbnail, click it)

The in-game artworks often show units and stuff in their full original glory - I see that particular image as a better reference for that reason. :)

Cheers, LT.
 
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