more item images for multiplayer use

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Blarumyrran
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Post by Blarumyrran »

uh. i thought windmill is only the building, not the moving part :/
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zookeeper
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Post by zookeeper »

Syntax_Error wrote:uh. i thought windmill is only the building, not the moving part :/
And you are correct.
musketaquid
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Post by musketaquid »

@ Syntax_Error
Ahh, now i know what you mean with
those moving-around things
you mean the rotor or wings should be coloured.
Ok, i took note of that.
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irrevenant
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Post by irrevenant »

musketaquid wrote:Animating such a thing is a bit of work, so i want to go for sure if this is possible, what you say. I doubt, that it is. 'cause to animate the wind mill from time to time, you have to add code to the mainline. But the images shown in this thread seems to act only as an addition. And that makes it difficult to write extra code for.
I thought support for idle animations had been added to the engine. Certainly they've been working on some idle animations in the art forums.

Can anyone confirm?
Stilgar
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Post by Stilgar »

irrevenant wrote:I thought support for idle animations had been added to the engine. Certainly they've been working on some idle animations in the art forums.

Can anyone confirm?
Idle animations for units are definitely in the latest development release, I've seen them. However, I do not know if this means item images can be animated as well.
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battlestar
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Post by battlestar »

bones
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-grave bones treasureb.png
-grave bones treasureb.png (12.6 KiB) Viewed 3947 times
beacon.png
beacon.png (9.87 KiB) Viewed 3950 times
-grave bones treasure.png
-grave bones treasure.png (3.45 KiB) Viewed 3948 times
-grave bones.png
-grave bones.png (12.77 KiB) Viewed 3964 times
since there was a problem with blood.
since there was a problem with blood.
altar goo.png (8.27 KiB) Viewed 3965 times
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Jetrel
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Post by Jetrel »

musketaquid: I'd really like it if you animated the second windmill. Frankly, both of them look historic enough to be used in-game, and if you could post the animation frames for the first one (as PNGs with an alpha channel), I would very much appreciate it.

As with units, it wouldn't be too hard to set up code to animate the windmill intermittently; provide the images first, and someone else can provide the code to make it less constant, later; it's a chicken and egg situation, and the solution is to make the images first.
musketaquid
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Post by musketaquid »

@jetryl wrote:
...it's a chicken and egg situation, and the solution is to make the images first...
Ok, i got the point.
I'd really like it if you animated the second windmill.
No problem i'll work on it.
if you could post the animation frames for the first one
I'm sorry to say, that i've already erased the first mill :oops: .(don't realy liked it) If there is a chance to get this gif from the server? Or i have to draw it new. :(
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battlestar
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Post by battlestar »

Image Image Image Image

floating ice, ice burg, lava crack and shipwreck, not in the right order.
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Post by Sangel »

battlestar wrote:
floating ice, ice burg, lava crack and shipwreck, not in the right order.
Very useful additions, though I'm not certain that the iceberg immediately comes across that way. Perhaps it's a little too bright/white? Set in the blue ocean, a pure white comes across almost as yellow.
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musketaquid
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Post by musketaquid »

I've put some linen sheets over the wooden, skeletal rotor. So it looks brighter now.
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windmill-alpha-png-36frames.zip
The frames seperated as png with an alpha channel.
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Blarumyrran
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Post by Blarumyrran »

musketaquid wrote:I've put some linen sheets over the wooden, skeletal rotor. So it looks brighter now.
:mrgreen:
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turin
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Post by turin »

The windmill looks strange to me, as if there is SOMETHING that should be changing on the tower itself while the rotors move. I'm not sure what this SOMETHING is. Perhaps it is the shading - it seems to me the shadows would be cast slightly differently depending on where the rotors were located...
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zookeeper
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Post by zookeeper »

turin wrote:The windmill looks strange to me, as if there is SOMETHING that should be changing on the tower itself while the rotors move. I'm not sure what this SOMETHING is. Perhaps it is the shading - it seems to me the shadows would be cast slightly differently depending on where the rotors were located...
Yep, shadows cast by the rotors on the tower are missing. I thought there was something funny about it too, but couldn't really tell what before you pointed it out. The tower looks a little bit blurry, too.
Stilgar
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Post by Stilgar »

It looks to me that the "something weird" with the windmill is that the axis of the rotors isn't staying still - it slides and jumps around in a strange manner.
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