Author Topic: MegaGlest Refit - Desert Nomads  (Read 50925 times)

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: MegaGlest Refit - Desert Nomads
« Reply #75 on: 28 December 2012, 06:36:25 »
Looks good. Do you mind if I give some suggestions? You don't have to take it.

- Try adding some skirting to around the base of the building. Just to break up the one big solid wall texture.
-Add some moss around the base as well, it helps transcend from the ground texture to the model. All of Magitechs buildings do this.
-Maybe even some plants or grasses around the base too.
- Change the end of the log from being brown to how the inside of a tree looks... (didn't explain that well, here: http://us.123rf.com/400wm/400/400/dole/dole1109/dole110900029/10727914-redbud-wood-log-isolated-on-white.jpg.
- Add a different type of brick in the corners (example: http://www.flickr.com/photos/29574758@N00/4593651257/)
- Bevel the corners so it doesn't look so perfectly square.
- Add shading in the team colour bit, maybe add some fog. Perhaps even extrude it out or in a bit? whatever, just to make it stand out less.
Make behind the door black, and maybe shade behind it or even add skirting around it.

Do you not have the Art folder in your dropbox? You should make a folder for the nomads and stick it in there.
I think I might expand on the building tomorrow. I'll add some simple plants to the bottom (bearing in mind it's a desert building). The "end of the logs" though is actually supposed to be a plank on top. Like a "railing", but being cheap, I didn't emphasize that. I might extrude that a little so it's more obvious. I'm not sure if different corner bricks fit into the model style, though. I'll probably extrude the team colour.
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: MegaGlest Refit - Desert Nomads
« Reply #76 on: 28 December 2012, 08:04:08 »
Looking good but its too uniform, make it less straight, more angles, and beaten.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: MegaGlest Refit - Desert Nomads
« Reply #77 on: 28 December 2012, 19:00:21 »
And version two:



I couldn't find a way to make plants around the base look natural. They always looked slightly out of place, but others are willing to try if they wish. I'm not sure what you mean, Eliminator, about making it less straight. Buildings are generally reasonably straight, as was the source image. I'm still open to suggests to improve it, but in the meantime, I'm going to move it to the dropbox repo in case others want to edit it. As for behind the door, it's actually a gradient. Full black didn't really look right when I tried it.
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: MegaGlest Refit - Desert Nomads
« Reply #78 on: 28 December 2012, 19:43:52 »
See how this is:


Sort of angled walls and maybe a cloth cover thing in the front?
Get the Vbros': Packs 1, 2, 3, 4, and 5!

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: MegaGlest Refit - Desert Nomads
« Reply #79 on: 28 December 2012, 20:39:52 »
Right now your market just looks mostly like a painted box.  If you put a frame around the door to give it some variety to the geometry, that would probably help.  Also, I agree with the angled walls, and maybe drape a cloth over those wooden pegs.  Making the colored part stick out is a step in the right direction, but I'd do more.  It looks like you've got a few hundred polygons to spare on adding some windows, and maybe some tables and jars if you've got the room.

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: MegaGlest Refit - Desert Nomads
« Reply #80 on: 28 December 2012, 21:01:18 »
I think I'll try widening the base, draping a clothe over the covers, adding a door frame, and expanding the stall portion. I'm not sure how windows should look, though. Any ideas?

And yeah, there's plenty of polygons to spare. For a size 3 unit, there's only 458 triangles in version two.
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

MightyMic

  • Technician
  • ****
  • Posts: 150
  • To mod, or not to mod...
    • View Profile
Re: MegaGlest Refit - Desert Nomads
« Reply #81 on: 28 December 2012, 21:20:58 »
I couldn't find a way to make plants around the base look natural. They always looked slightly out of place, but others are willing to try if they wish.

You could try boxes, like storage crates or something like that. And if you do make a plant, I suggest that is be a dry/dead looking thing

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: MegaGlest Refit - Desert Nomads
« Reply #82 on: 28 December 2012, 22:24:44 »
I must say I like the old boxes of food better, the border look weird.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: MegaGlest Refit - Desert Nomads
« Reply #83 on: 28 December 2012, 22:47:11 »
I added clothe, made the door and lock 3D, tilted the displays, widened the base of the building so it's not straight, and animated a wind into the clothe. Note that if you're viewing the G3D models, set the animation speed three times slower.



I'm not sure if there's room to fit a table or such. The wider base already pushes it to a size 4 unit. I'm not sure how windows would look. Regarding the border on the displays, I think it looks a bit better now that it's tilted.
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

Zoythrus

  • Guest
Re: MegaGlest Refit - Desert Nomads
« Reply #84 on: 30 December 2012, 19:15:31 »
Hey, I noticed on the doc that there's two cavalry who are on anti-cavalry duty (the Mameluke and the Camel Archer). There's too much overlap, so I suggest that we differentiate them a little (without stepping into the realm of the Cataphract).

Here's what I propose:
Spear-wielding Mamelukes should be anti-cavalry (well, they should be multipurpose, but get a bonus against cavalry).
Camel Archers should be anti-infantry (as arrows typically beat infantry irl) and anti-air (for obvious reasons).
and Cataphracts should just be anti-everything (since their cost justifies it).

What do you think?

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: MegaGlest Refit - Desert Nomads
« Reply #85 on: 30 December 2012, 19:51:36 »
Hey, I noticed on the doc that there's two cavalry who are on anti-cavalry duty (the Mameluke and the Camel Archer). There's too much overlap, so I suggest that we differentiate them a little (without stepping into the realm of the Cataphract).

Here's what I propose:
Spear-wielding Mamelukes should be anti-cavalry (well, they should be multipurpose, but get a bonus against cavalry).
Camel Archers should be anti-infantry (as arrows typically beat infantry irl) and anti-air (for obvious reasons).
and Cataphracts should just be anti-everything (since their cost justifies it).

What do you think?
Fine by me. Spears (or lances?) would generally be more effective for anti-cavalry, anyway, due to their reach. The camel archer would be the same as any archer, but stronger and faster. The cataphract is a swordman on horse: a force to be reckoned with.
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

Perplesso

  • Guest
Re: MegaGlest Refit - Desert Nomads
« Reply #86 on: 31 December 2012, 11:53:58 »
I've seen the market prototype, it's a good start. Perhaps in my opinion it's "too perfect", it needs a bit more "dirtyness" in the wall texture.

But... if this faction depicts "nomads", shouldn't their buildings be "mobile" as well? Like tents?

Coldfusionstorm

  • Golem
  • ******
  • Posts: 868
    • View Profile
Re: MegaGlest Refit - Desert Nomads
« Reply #87 on: 31 December 2012, 12:19:08 »
Second version of the market is much better, and even nomads(dependent on style), have some stationary buildings, and a good cool building with shadows for fruit and stuff inside is properly good.

And yeah the market look too clean, the wall's should be a bit more dirty.

all in all good progress, and exciting to see
WiP Game developer.
I do danish translations.
"i break stuff"

Zoythrus

  • Guest
Re: MegaGlest Refit - Desert Nomads
« Reply #88 on: 31 December 2012, 22:18:49 »
It just occurred to me, there's no defensive structures!

Do you have any plans, Muwum?

-Archmage-

  • Moderator
  • Dragon
  • ********
  • Posts: 5,887
  • Make it so.
    • View Profile
    • My Website
Re: MegaGlest Refit - Desert Nomads
« Reply #89 on: 1 January 2013, 02:54:19 »
It just occurred to me, there's no defensive structures!

Do you have any plans, Muwum?

1: A sand bunker with a light archer inside.
2:
Code: [Select]
[url=http://thumbs.dreamstime.com/thumblarge_639/1318445765APlANq.jpg]Sandstone tower[/url] with a cheap ballista.



I think the market looks much too simple and clean. It needs a lot more than dirt in my opinion.
« Last Edit: 29 October 2016, 20:41:43 by filux »
Egypt Remastered!

Proof: Owner of glest@mail.com

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: MegaGlest Refit - Desert Nomads
« Reply #90 on: 1 January 2013, 03:38:00 »
I like the tower, Ill start on it.

BTW: what human do I put in my chariot? And he will throw spears, right?
Get the Vbros': Packs 1, 2, 3, 4, and 5!

-Archmage-

  • Moderator
  • Dragon
  • ********
  • Posts: 5,887
  • Make it so.
    • View Profile
    • My Website
Re: MegaGlest Refit - Desert Nomads
« Reply #91 on: 1 January 2013, 03:54:26 »
Do you mean what model? Use mine please. Just append stuff from one blend to the other. :)
Egypt Remastered!

Proof: Owner of glest@mail.com

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: MegaGlest Refit - Desert Nomads
« Reply #92 on: 1 January 2013, 05:59:47 »
Do you mean what model? Use mine please. Just append stuff from one blend to the other. :)
Sorry I use the old blender...
Get the Vbros': Packs 1, 2, 3, 4, and 5!

-Archmage-

  • Moderator
  • Dragon
  • ********
  • Posts: 5,887
  • Make it so.
    • View Profile
    • My Website
Re: MegaGlest Refit - Desert Nomads
« Reply #93 on: 1 January 2013, 06:51:41 »
Do you mean what model? Use mine please. Just append stuff from one blend to the other. :)
Sorry I use the old blender...

What do you mean? You can't append? The new one is better man.
Egypt Remastered!

Proof: Owner of glest@mail.com

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: MegaGlest Refit - Desert Nomads
« Reply #94 on: 1 January 2013, 10:08:09 »
Even the ancient 2.4x version should be able to append a model fine.
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: MegaGlest Refit - Desert Nomads
« Reply #95 on: 1 January 2013, 18:03:37 »
Well I have tried to append thing many times and its never worked for me.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

-Archmage-

  • Moderator
  • Dragon
  • ********
  • Posts: 5,887
  • Make it so.
    • View Profile
    • My Website
Re: MegaGlest Refit - Desert Nomads
« Reply #96 on: 1 January 2013, 19:33:36 »
Well I have tried to append thing many times and its never worked for me.

Then you're not doing it right I do it all the time. First you should get a copy of 2.64 and the latest export script, then you'll be able to work better with the rest of us.
Egypt Remastered!

Proof: Owner of glest@mail.com

MightyMic

  • Technician
  • ****
  • Posts: 150
  • To mod, or not to mod...
    • View Profile
Re: MegaGlest Refit - Desert Nomads
« Reply #97 on: 1 January 2013, 19:44:34 »
Even the ancient 2.4x version should be able to append a model fine.

Didn't version 2.64 change how it does faces? That might mean that backwards compatibility stopped with 2.64 (it may have been vs 2.63)
« Last Edit: 1 January 2013, 20:12:29 by MightyMic »

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: MegaGlest Refit - Desert Nomads
« Reply #98 on: 1 January 2013, 20:05:37 »
I haven't learned the horrible new way Blender works, I have 2.62 but I never use it.
However I have a way of doing things and I can get your model into mine.
However since yours isn't UV mapped yet...
Get the Vbros': Packs 1, 2, 3, 4, and 5!

-Archmage-

  • Moderator
  • Dragon
  • ********
  • Posts: 5,887
  • Make it so.
    • View Profile
    • My Website
Re: MegaGlest Refit - Desert Nomads
« Reply #99 on: 1 January 2013, 20:30:37 »
I haven't learned the horrible new way Blender works, I have 2.62 but I never use it.
However I have a way of doing things and I can get your model into mine.
However since yours isn't UV mapped yet...

It actually is... last I checked. Not sure if it's complete yet but it's mapped it looks like.
Egypt Remastered!

Proof: Owner of glest@mail.com

 

anything