Graphics Modification Requests Thread

??? I think we have a miscommunication here. The problem definitely is the amount of particles. The fact that the Feature is animated just was not the killing strike.
I think that (as there seemed to be 3-5 cloud centres on a single feature on a single tile) if the amount of cloud centres was reduced to 1 (thus dividing the total amount of particles by 3+), the problem might be solved.
Sorry, misunderstood you there. Try the attached nif, I minimised the amount of cloud centres as much as possible for testing.
 

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  • small_rain.zip
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Sorry, misunderstood you there. Try the attached nif, I minimised the amount of cloud centres as much as possible for testing.

Huge does still not work, on small I could access worldbuilder. I noticed this:

1: this looks fabulous. Just saying.
2: I went and looked at the feature at the extreme south, over the edge of the map. The feature continues like a pillar wayyyy down, maybe ten to fifteen times the height it appears above ground. I do not know if that was for the rainfall animation purposes. If it was, I am content leaving the rain unanimated, if that is what it takes. Now the rain towers in beneath map void are still a problem, as the game still draws every single drop no-one will ever see.

I can't really enough praise your willingness to take time for this.
 
Huge does still not work, on small I could access worldbuilder. I noticed this:

1: this looks fabulous. Just saying.
2: I went and looked at the feature at the extreme south, over the edge of the map. The feature continues like a pillar wayyyy down, maybe ten to fifteen times the height it appears above ground. I do not know if that was for the rainfall animation purposes. If it was, I am content leaving the rain unanimated, if that is what it takes. Now the rain towers in beneath map void are still a problem, as the game still draws every single drop no-one will ever see.

I can't really enough praise your willingness to take time for this.
You are welcome.

I changed the livetime of the animation a bit, this should (hopefully) result in a shorter "towers".
 

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  • small_rain_02.zip
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You are welcome.

I changed the livetime of the animation a bit, this should (hopefully) result in a shorter "towers".

Yes, the effect was exactly as you expected, greatly shortedened towers. The game now also runs worldbuilder on slightly larger maps, apart from the few biggest ones, so we are making progress. The late game would still become taxing, as more units are there to animate and such.
As I'm not the one doing all the ungrateful work, I can't really say for sure, but it simply seems the game would greatly appreciate a more stylistic (as in, no actual individual drops, more heavens-to-ground dropchain) appearance. That, or more easily simply getting rid of animation altogether, so that all the drops are above ground, and possibly weeding the drop amount in half, making the rain more sparce (although this last one might actually work if animation is axed, giving that stylistic feel).
In either case, it is a shame, as this simply looks fabulous, and I'm terribly sad that this kind of butchering is necessary for (petty) practical reasons.
 
Yes, the effect was exactly as you expected, greatly shortedened towers. The game now also runs worldbuilder on slightly larger maps, apart from the few biggest ones, so we are making progress. The late game would still become taxing, as more units are there to animate and such.
As I'm not the one doing all the ungrateful work, I can't really say for sure, but it simply seems the game would greatly appreciate a more stylistic (as in, no actual individual drops, more heavens-to-ground dropchain) appearance. That, or more easily simply getting rid of animation altogether, so that all the drops are above ground, and possibly weeding the drop amount in half, making the rain more sparce (although this last one might actually work if animation is axed, giving that stylistic feel).
In either case, it is a shame, as this simply looks fabulous, and I'm terribly sad that this kind of butchering is necessary for (petty) practical reasons.
I don't think that there are any easy changes anymore that could improve the performance of this effect while animated, sorry.
 
Yes, animation has to go, apparently.
And the other changes I suggested, would help too, I guess.
They could help, but would mean more or less creating a whole new model unfortunately.
 
My deepest sympathies and regrets man. That's tough. It might work with just axing the animation, but I can't really be certain, so it's up to you.
You could try if setting the <bAnimated> entry in the xml file to 0 works already.
 
You could try if setting the <bAnimated> entry in the xml file to 0 works already.

I'm terribly sorry that I dropped out of the face of the Earth like this, my final exams took my full attention (had heavy migraines to distract me). Such rudeness was definitely not my intention.
Anyway, for your question: No leaving the rain without animation as is did not fix the resource hogging, unfortunately. The problem is tied to the total effort of drawing them all.

PS. Again, I'm quite, quite sorry.
 
I have recently added Great Statesmen as a new GP type to my mod, however they still lack appropriate graphics both for the unit and its button (as well as statesmen specialists).

I know that C2C has them, but I don't particularly like their graphics. Rise of Mankind also has great statesmen but theirs are all female. Which is great because I want to do female GPs as well, but for the moment I want to focus on the male graphics.

Does anyone know appropriate graphics for such a unit? I'm not picky regarding era etc., but it should intuitively represent the concept and unit and button should match. Maybe there is something in Colonization that could be used?
Following up on this, can anyone help me out here with an appropriate city icon for a great statesman?

I think the John Adams founding father icon looks appropriately statesman-ly (edit: in the attachment), but it would be even better if it was a bust-like icon like the other specialists are. Can someone maybe put it on an existing specialist icon or create something similar?

I've tried it myself but a graphics person I am not.
 

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  • Statesman.bmp
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I'm terribly sorry that I dropped out of the face of the Earth like this, my final exams took my full attention (had heavy migraines to distract me). Such rudeness was definitely not my intention.
Anyway, for your question: No leaving the rain without animation as is did not fix the resource hogging, unfortunately. The problem is tied to the total effort of drawing them all.

PS. Again, I'm quite, quite sorry.
No worries about the late reply. However, I do not know how I can help anymore, sorry. It seems like the effect just cannot be made workable for you, I guess you will have to find some kind of alternative or somebody to create a new effect for you.
 
No worries about the late reply. However, I do not know how I can help anymore, sorry. It seems like the effect just cannot be made workable for you, I guess you will have to find some kind of alternative or somebody to create a new effect for you.

Alright. Thanks for your time and effort, and happy holidays.
 
I have a request for a graphic: Does anyone know, if there is a model for a street lamp existing? And if not, could anyone do a one, please?
 
I do not know what lamp you where you live, but try this . Nothing big , and I just exported targa base texture only. With the rest of you will know what to do :)
 

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  • St_lamp.rar
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Thank you very much, I think I can use it. Now I do not need the my tower reskin anymore.
 
Yes, I have seen it. But it was only a try to reskin it to a lantern, and it does not look good, your street lamp is much better.
 
Just in case people don't visit the general C&C forum, I'm looking for help creating art for a new Rainforest feature, preferably by merging trees from jungles and the leafy forest art.

See my thread on this for details (and documentation of my failed attempts).
 
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