Temple is finished - Big Upload on page 4!

Make art for user-made content.

Moderator: Forum Moderators

Forum rules
Before posting critique in this forum, you must read the following thread:
jkwchui
Posts: 31
Joined: May 18th, 2010, 8:49 am
Contact:

Re: Temple is finished/Straight castle walls

Post by jkwchui »

Pauxlo: ah, I see what you mean now. The vertical edge in the bottom cube is slanted when it is expected to be perfectly straight - my suspicion is that the block is not directly centred at (0,0,0), so the edge is not lined up perfectly to the camera's gaze.

sfault: the top cylinder and bottom cube are not the same size, so a copy-paste of the bounding lines will not overlap completely. What needs to be compared is the angle sustained by the perspective lines - in this case, it's quite clear that the cyan and red lines bounding boxes are parallel (which indicate the lack of a vanishing point).

As to putting it in BfW, you'll have to wait for tet - in the meantime, you can see the original column a few posts in on page 2.
User avatar
SFault
Posts: 483
Joined: November 10th, 2009, 2:21 pm
Location: Esbo, Finland

Re: Temple is finished/Straight castle walls

Post by SFault »

jkwchui wrote: the top cylinder and bottom cube are not the same size, so a copy-paste of the bounding lines will not overlap completely.
Oops. You're right. Also, I checked the angles/borders of the both ends of the pillar and they are very similar. Sorry for the trouble. It seems that there's nothing fishy after all :oops:
segmentation fault
EBfW, GtR, Art, Old art
jkwchui
Posts: 31
Joined: May 18th, 2010, 8:49 am
Contact:

Re: Temple is finished/Straight castle walls

Post by jkwchui »

No worries. True isometry has no real world counterpart, and it's hard to intuit what it ought to look like.
Tet
Posts: 391
Joined: February 18th, 2009, 5:11 am

Re: Temple is finished/Straight castle walls

Post by Tet »

Thanks for the column. Good point on isometric whatever. I flatend the top a bit. It made it look like perspepective, but than scaled down to 70 I guess it just blured.

I really request lots of feedback on this column thingy. I believe the temple works, if the column works. The castle coding really is placing the columns. However it could technically be declared just another flat terrain, if castle is not appriciated. I would actually go the opposite and give a certain side a bonus in defence of the temple. It could have light or dark aura to boost chaotic or lawful instead. But first thinks first. The new columns are placed as altars inside to get a direct comparision.

I made a sacred swimming pool as eye candy. It has swimmer and non swimmer capabilities. I placed it inside jungle. All the other forest types look reasonable good, but jungle is my favoured.
Attachments
temple-progress.png
My Temple Project: http://forums.wesnoth.org/viewtopic.php?f=23&t=29800
This is "must-play" campaign! Don´t read the thread, unless you need help. http://forums.wesnoth.org/viewtopic.php?f=8&t=31895
Tet
Posts: 391
Joined: February 18th, 2009, 5:11 am

Re: Temple is finished/Straight castle walls

Post by Tet »

I finally came up with a new column. Please comment on the marble columns.
I came up with a new water transition. It is probably hard to notice, but I ost it anyway.
Please do not comment on my marble statues between the old marble columns.
That was a practice project about the random generator and castle-keep transitions only. I just want to show the old column for comparison.
Attachments
new-water-transition.png
new-column.png
My Temple Project: http://forums.wesnoth.org/viewtopic.php?f=23&t=29800
This is "must-play" campaign! Don´t read the thread, unless you need help. http://forums.wesnoth.org/viewtopic.php?f=8&t=31895
User avatar
Dixie
Posts: 1757
Joined: February 10th, 2010, 1:06 am
Location: $x1,$y1

Re: Temple is finished/Straight castle walls

Post by Dixie »

Seeing the top of the column is really better perspective-wise. Although, they are sometimes confusing at first glance: when not really paying attention, they can look like all your columns are piled up in giga columns of death. Maybe you could just shorten them by a few pixel so they don't touch each other so much and it is clearer they are separate?

Statues are nice, too, although they are just women, and ancient greek (since that is most probably your inspiration) were more male-oriented as far as statues went, iirc.
Jazz is not dead, it just smells funny - Frank Zappa
Current projects: Internet meme Era, The Settlers of Wesnoth
User avatar
Fog
Posts: 297
Joined: January 25th, 2010, 6:19 pm
Location: Walking through mist

Re: Temple is finished/Straight castle walls

Post by Fog »

And please, keep the breast size to normal. Wesnoth is not for sexual stimulation.
Ecce, in caelo! Est avem! Minime, est vehiculum aerem! Minime, est virum Latinum!
User avatar
Sapient
Inactive Developer
Posts: 4453
Joined: November 26th, 2005, 7:41 am
Contact:

Re: Temple is finished/Straight castle walls

Post by Sapient »

maybe you should change your name from "tet" to "teat"

in other words, this is a bad idea.


Edit: ooops, just saw the comment where you asked us to ignore those.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
User avatar
artisticdude
Moderator Emeritus
Posts: 2424
Joined: December 15th, 2009, 12:37 pm
Location: Somewhere in the middle of everything

Re: Temple is finished/Straight castle walls

Post by artisticdude »

I agree. Granted, some ancient Greek/Roman statues were fully nude, but I see no reason why these Greek/Roman inspired ones should be. Many ancient statues had clothes, too. And especially given the wide range of age groups that make up the Wesnoth player base, I don't really think this is appropriate (plus the fact that it could potentially cause a problem if anything containing these images goes to the add-on server).
"I'm never wrong. One time I thought I was wrong, but I was mistaken."
User avatar
Fog
Posts: 297
Joined: January 25th, 2010, 6:19 pm
Location: Walking through mist

Re: Temple is finished/Straight castle walls

Post by Fog »

I have no problem with the nude, its just the gargantuan pornportion of those breasts.
Ecce, in caelo! Est avem! Minime, est vehiculum aerem! Minime, est virum Latinum!
User avatar
doofus-01
Art Director
Posts: 4128
Joined: January 6th, 2008, 9:27 pm
Location: USA

Re: Temple is finished/Straight castle walls

Post by doofus-01 »

If you changed them a bit for reasons mentioned, they could be like a
caryatid:
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
User avatar
Eleazar
Retired Terrain Art Director
Posts: 2481
Joined: July 16th, 2004, 1:47 am
Location: US Midwest
Contact:

Re: Temple is finished/Straight castle walls

Post by Eleazar »

I'm not sure exactly what our standards for the add-on server are.

For mainline i don't think a series of such statues have enough common utility to be added, neither nude, exaggerated, nor clothed.

The basic pillars are more generally useful, and i could see them in mainline with a few more tweaks.
* For one they are a bit too tall, nearly touching at the top and bottom of the hex.
* Overall they are still a bit to heavily outlined, and plasticky. That's the sort of final tweak i can take care of if you are sick of messing with it.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
User avatar
boru
Posts: 788
Joined: November 19th, 2009, 11:02 pm

Re: Temple is finished/Straight castle walls

Post by boru »

Tet wrote:Please do not comment on my marble statues between the old marble columns.
That was a practice project about the random generator and castle-keep transitions only. I just want to show the old column for comparison.
It would be interesting to see what this would look like with half the number of columns in a hex. At the moment, I don't know how useful the tile would be ... I know the roof cannot be included, but it still appears odd to have so many columns without a roof.
“It is written in my life-blood, such as that is, thick or thin; and I can no other.” - J.R.R. Tolkien

My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
User avatar
em3
Posts: 342
Joined: April 1st, 2009, 8:59 pm
Location: Poland

Re: Temple is finished/Straight castle walls

Post by em3 »

What about adding the architrave?
ride on shooting star
Tet
Posts: 391
Joined: February 18th, 2009, 5:11 am

Re: Temple is finished/Straight castle walls

Post by Tet »

Eleazar wrote: The basic pillars are more generally useful, and i could see them in mainline with a few more tweaks.
* For one they are a bit too tall, nearly touching at the top and bottom of the hex.
* Overall they are still a bit to heavily outlined, and plasticky. That's the sort of final tweak i can take care of if you are sick of messing with it.
@em3: The architrave would block a lot of the unit standing behind. So if the columns are high, there can not be an architrave. (Small coulumns you would not want. It would look like a handrail.) I do however think of a stonehenge-typ temple-structure, which could have elements like an architrave.

Lets focus on mainline:
Columns should be little shorter. Dixie suggested some pixels, too. That sounds to me like 3 pixels. Anybody wants more or less?
For outline and plasticky ( whatever that is) I would like to get help.

About the "inner circle": If you forget the statues, there is still some nice combinations for colums with frames and without frames. The frame is currently defined to only show up at the rim of the temple. I could supply files without statues.

Customizing the statues is really easy. So it could be campaign specific. For those who want to make their own statues.

Please confirm the shortening attempt by 3 pixels. I do not mind: I can do anything between 1 and 5. If I do to much, they loose the ancient temple proportion.
My Temple Project: http://forums.wesnoth.org/viewtopic.php?f=23&t=29800
This is "must-play" campaign! Don´t read the thread, unless you need help. http://forums.wesnoth.org/viewtopic.php?f=8&t=31895
Post Reply