My Terrain (Mine!)

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thespaceinvader
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Re: Terrain: underground windmill

Post by thespaceinvader »

That looks very cool, but again, comparing it to similar mainline structures, it lacks a certain something.

Image

I wish I could say for certain what it was >.<

EDIT: comparing them in detail, I think it's a combination of noise and bright highlights that makes the difference. Yours looks slightly cel shaded, where the mainline ones are more realistic.
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Zerovirus
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Re: Terrain: underground windmill

Post by Zerovirus »

It's going to have smoke coming out the top smokestack, right? The bellows was a nice touch there. A bit of fire glow for the door would also be cool.

Well, I agree with thespaceinvader, but I think that there's a certain lack of texture that makes it different from mainline underground villages. Especially the roof, IMO.
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melinath
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Re: Terrain: underground windmill

Post by melinath »

doofus01: I really like the bellows and will definitely be using it in my UMC. Look forward to its further progress!
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woodmouse
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Re: Terrain: underground windmill

Post by woodmouse »

Wow. That's the coolest thing I've ever seen! :D
I *really* *REALLY* hope you finish it... :D
Check out my sprites!
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doofus-01
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Re: Terrain: underground windmill

Post by doofus-01 »

Thanks. I haven't given up on it, I'm just having trouble making it look exactly like one of the dwarf villages.
lostnumber
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Re: Terrain: underground windmill

Post by lostnumber »

hey I'm loving the villages man they look great. I'm not digging the orc castle or keep so much though. THe concept looks pretty good but it just doesnt seem to fit, it seems too smooth and unnatural looking to me. Like others have said before its hard to put my finger on (especially since I dont know squat about art)
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doofus-01
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Re: Terrain: underground windmill

Post by doofus-01 »

The castles are not totally finished, I don't know when they will be. Castles are unpleasant to work on (I'm not the only one who feels this way), but I'll get it done some day if I get a better system or fewer distractions.
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TheJM
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Re: Terrain: underground windmill

Post by TheJM »

All you need is a little noise.. Makes it look loads better. I added the smoke just because I was bored, it's not quite how I envisioned it, but oh well, I wasn't trying terribly hard (threw it in last minute).

You don't have to use this or anything, I just felt like messing with it a little bit.

(oh crap, I forgot to save an xcf. Darn.) >_>

Edit: hm, still a bit dark. Ah, well)
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lostnumber
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Re: Terrain: underground windmill

Post by lostnumber »

That forge looks like a pretty good idea, especially if you could animate the bellows so they pumped up and down

I dont know if the game engine allows for animated scenery though?
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TheJM
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Re: Terrain: underground windmill

Post by TheJM »

Yes, it does. (check out the water villages for an example)

@doofus - is the forge supposed to be a village? Just curious.
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Zerovirus
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Re: Terrain: underground windmill

Post by Zerovirus »

I, personally, was thinking of it as a campaign-central event placement indicator, like "Capture the forge to gain access to the store of weapons" or something. It's a tad too big for a village in any case.
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TheJM
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Re: Terrain: underground windmill

Post by TheJM »

Yeah, I just realized this thread is named "underground windmill", implying that it's sorta like the windmill is.

Anywho, I added a few highlights..
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Thrawn
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Re: Terrain: underground windmill

Post by Thrawn »

If nothing else, animating the smoke would be cool, as if it were included on a map, having the smoke static would look weird.
...please remember that "IT'S" ALWAYS MEANS "IT IS" and "ITS" IS WHAT YOU USE TO INDICATE POSSESSION BY "IT".--scott

this goes for they're/their/there as well
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doofus-01
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Re: Terrain: underground windmill

Post by doofus-01 »

It is supposed to be an animated terrain, maybe a village or maybe just like the windmill. The bellows would move, the glow in the window would flare.

I'm not so sure about smoke though. I had tried to do that with the round orc village, but never got it to look right. It gets difficult to see against the grass/trees/hills/whatever. I think the underground tiles will make it even worse. In any case, if there is smoke, it would certainly be animated.
TheJM wrote:Anywho, I added a few highlights..
That's on the right track. I have a more recent version that I'll post later (I don't have it with me now).
EDIT: Here it is.
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lostnumber
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Re: Terrain: underground windmill

Post by lostnumber »

thats looking really snazzy.

Could you maybe post a picture of it used in game so we can get a better idea of how it meshes with the terrain?
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