Dynamic Destruction & Fixed Various Objects

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Dynamic Destruction & Fixed Various Objects

Postby ghype » December 2nd, 2017, 9:58 pm

There was an idea to improve certain scenarios and mp maps with destroyable objects and use them as blockage or loot boxes.
The concept si that you would have to hit the object and it would be replaced with a more destroyed version.
Started with the gates but thought it can be applied to many more things.

I am not wml wizard but i do handle graphics pretty well, so thought I leave them there for free usage. Guessed they'd do nice in some campaign or or stuff and aren't that difficult to code.

You can leave suggestion on other breakable object or similar request. Planning to do more of them.
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Display Dynamic Destroying .png
gate being more resilient has 10 stages. other 5
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Re: Dynamic Destruction & Fixed Various Objects

Postby ghype » December 6th, 2017, 2:12 pm

here are some more crate variations i made. default for comparison.
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Display Extra Crates.png
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Re: Dynamic Destruction & Fixed Various Objects

Postby ForestDragon » December 6th, 2017, 3:00 pm

the images look great! :) however, it would be nice if you attached zip (or whatever popular archive format you want) files with the individual images of each variation, so that people don't have to copy-paste parts of the large images you post.
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Re: Dynamic Destruction & Fixed Various Objects

Postby ghype » December 7th, 2017, 1:52 am

right. makes sense.
for some reason i was sure you could attach only a single file on a post
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Re: Dynamic Destruction & Fixed Various Objects

Postby tekelili » December 7th, 2017, 12:13 pm

Your images looks great and it is a very usefull project :D

I would be interested in ruined fences (mainline overlay embellishment), for decorative destruction in World conquest II. Anyway I will keep an eye on your future work, pretty sure I could use something.
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
World Conquest II
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Re: Dynamic Destruction & Fixed Various Objects

Postby ghype » December 7th, 2017, 5:29 pm

@tekelli are you refering to this ruined-fence?

I am free for requests, but I not rly sure what exactly i would be supposed to with the ruined fences.
Do you need different version of that "ruined-fence.png" or what?
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ruined-fence.png
ruined-fence.png (2.1 KiB) Viewed 223 times
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Re: Dynamic Destruction & Fixed Various Objects

Postby ForestDragon » December 7th, 2017, 5:33 pm

ghype wrote:@tekelli are you refering to this ruined-fence?

I am free for requests, but I not rly sure what exactly i would be supposed to with the ruined fences.
Do you need different version of that "ruined-fence.png" or what?
he probably meant ruined versions of the connecting fence terrain. that'll require a lot of images though.
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Re: Dynamic Destruction & Fixed Various Objects

Postby tekelili » December 7th, 2017, 9:46 pm

I am unable to deal with graphics, so I used a generic image with some trash. It would be nice use real images in data/core/images/terrain-graphics/Embellisment. There are like 15 images, if you want to deal with terrain in an easy way, I sugest you just replace temporaly your mainline images while you are creating ruined versions and testing on map editor how they look.
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
World Conquest II
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Re: Dynamic Destruction & Fixed Various Objects

Postby ghype » December 12th, 2017, 8:14 am

here are all the png's separately I made since the beginning. also some new objects i wether fixed or or destroyed.
they all are in the zip.

this is are the broken braziers, random objects for deco purpose
Attachments
brazier default.png
default
brazier default.png (2.32 KiB) Viewed 123 times
fallen brazier #1.png
broken
fallen brazier #1.png (4.71 KiB) Viewed 123 times
fallen brazier #2.png
broken
fallen brazier #2.png (4.83 KiB) Viewed 123 times
_Destroyed Stuff.zip
all files in one zip
(468.07 KiB) Downloaded 1 time
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Re: Dynamic Destruction & Fixed Various Objects

Postby ghype » December 12th, 2017, 8:17 am

and here are the cages i fixed. it didn seemed logic to me at first, why there are no bars in the back.
so i made a version with back bars and a flat part.
Attachments
Cage Default.png
default
Cage Default.png (2.26 KiB) Viewed 121 times
Full Cage.png
fixed
Full Cage.png (5.78 KiB) Viewed 121 times
Full Cage with Ground.png
fixed
Full Cage with Ground.png (6.15 KiB) Viewed 122 times
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Re: Dynamic Destruction & Fixed Various Objects

Postby ForestDragon » December 12th, 2017, 8:29 am

ghype wrote:and here are the cages i fixed. it didn seemed logic to me at first, why there are no bars in the back.
so i made a version with back bars and a flat part.
you should make back bars a separate image, since the units are meant to be inside
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Re: Dynamic Destruction & Fixed Various Objects

Postby ghype » Yesterday, 2:52 am

your right forest. here is the back layer for the default cage.
Also i made a version for the cage affter a unit broke out. If anyone request to make it look like as if it was open with a key, not by destruction, i wil do that too.
Attachments
Cage Edited.png
Edited Default png
Cage Edited.png (5.43 KiB) Viewed 70 times
Back Layer for Cage.png
Back Bars
Back Layer for Cage.png (3.9 KiB) Viewed 70 times
Broken Cage.png
Broken Cage
Broken Cage.png (6.62 KiB) Viewed 70 times
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Re: Dynamic Destruction & Fixed Various Objects

Postby ForestDragon » Yesterday, 5:35 am

ghype wrote:If anyone request to make it look like as if it was open with a key, not by destruction, i wil do that too.
an opened cage certainly would be a reasonable idea.
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Re: Dynamic Destruction & Fixed Various Objects

Postby ghype » Today, 1:25 pm

y i will do one open version too. but its not like this cage has a door or shaft or something.
i will have to improve something.
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