Temple is finished - Big Upload on page 4!

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jkwchui
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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.

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SFault
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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:
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jkwchui
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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.

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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.
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Tet
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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.
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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

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Dixie
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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.
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Fog
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Re: Temple is finished/Straight castle walls

Post by Fog »

And please, keep the breast size to normal. Wesnoth is not for sexual stimulation.
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Sapient
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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.
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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).
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Fog
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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.
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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
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Eleazar
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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.
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boru
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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.
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em3
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Re: Temple is finished/Straight castle walls

Post by em3 »

What about adding the architrave?
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Tet
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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

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