Possible new gfx

Not identical, but workable:

Highlights are still off (no glow).
I don't recall if back in the day that was achieved through special material (eg the stairs of the temple and the amphitheatre, and the columns), but it's imo unlikely, so this is also a lighting issue (although in theory occasional use of special material may dilute the issue).
 
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I have some files, but newer versions of Blender messed them up. And I don't really wish to use something ancient (current version is 4 or above and those were pre 2.8).
 
I understand but you had the results you wanted from earlier versions.
Sometimes newer isn't better. You know the saying "if it aint broke, don't fix it" :lmao:
1742787617953.png
 
Not sure... when I think of a Mine, I "see" something that leads under ground such as an entrance into a mountain or Hill.but not so much a Building with the exception of some sort of simple building for tools, materials and possibly equipment.
There are different types of mines such as Strip Mines. I think for the Civ Game a Mine that deals with going under ground shows that it is a mine more easily.
 
It can be used for the colony, and although the mine graphic can obviously be as large as the fortress, I doubt it will look nice if the map is filled with huge mines. In conjunction with the insurmountable issues rising from modelling ancient mines in smaller scale, I think it is preferable to be a workshop.
Besides, an "estate" was used as the mine in Rambuchan's Hegemon scenario (where iirc you were in charge of various terrains - and it was one of my old graphics).

The file will be strictly for the ancient era - maybe that was the misunderstanding? I have at times uploaded various modern mines, including a colliery - reworked later and available here.

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No thanks, I have more than enough primitiveness to model due to the barbarian camp. If one is to bother creating gfx, they should at least be elegant ^^
 
I have never seen an Elegant Mine :) The challenge is to depict a mine graphically that will fit on the Game map without being too large or take away from the over all terrain map graphics.
If only one Mine was used that could be larger and detailed but with many Mines, it can become gaudy or excessive.
 
So if I was to ask you to model an ant, keeping it at only 10 by 10 pixels due to important reasons, you would think it's a great idea and start work.
Anyway, you realize that creating things that are next to invisible is not really something which can interest one who attempts to make some new stuff after so long - they are in fact just the right thing to deter from doing anything.
 
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I had to depict each Locust for the Locust Swarm... absolutely No details what so ever. I do understand and I appreciate details and Great Graphics too. Still, it is important to have the Graphics fit where they are used.

There are many other larger graphics work where you can show Great details and "elegance".

In the end, you have to please yourself.
 
Here is an image of that graphic in-game:

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It's a bit on the boring side of things, but imo not horrible even as a "mine".

Tbh a mine like the one you envision would - at best, as it would be much smaller, and isometric - look similar to this one, from Heroes of Might and Magic III:
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Ie more of what you expect from a "resource".
 
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