Topic: Make Frisian buildings smaller
PkK Topic Opener |
Posted at: 2019-05-19, 17:16
IMO, the Frisian building look far too big relative to buildings from other tribes. Looking e.g. at https://wl.widelands.org/wlmedia/wlscreens/screens/Build%2020/Complete_World.jpg even mid-sized Frisian buildings are taller than the Colosseum and the Barbarian tower, two buildings that were among the tallest before the addition of the Frisians. It just looks wrong next to each other. Top Quote |
kaputtnik |
Posted at: 2019-05-19, 19:02
+1 Fight simulator for Widelands: |
hessenfarmer |
Posted at: 2019-05-19, 19:27
yep scaling them down a bit would be nice. maybe 90 % of current size? Top Quote |
stonerl |
Posted at: 2019-05-19, 21:19
It's rather 50% maybe even more. Just look at the frisian's port or HQ, they are almost 4 times bigger than their counterparts. Top Quote |
WorldSavior |
Posted at: 2019-05-19, 21:30
Or try 80% or something like this? In general I don't like it that buildings can cover so much things which are behind them, so one cannot see some stuff. Wanted to save the world, then I got widetracked Top Quote |
hessenfarmer |
Posted at: 2019-05-19, 21:45
80% might be ok as well. However as you said I think it is a matter of trial and error. Unfortunately I don't know if we can scale them just by entering a scaling value or if we have to edit all the blender files. If the latter we should first try with one or two representative buildings. Cause I assume this would be hell of work. Top Quote |
king_of_nowhere |
Posted at: 2019-05-20, 02:34
I agree, not much for model appearence but because it's difficult to see adjacent spaces. And I agree to try 80% first, and get there by trial and error. Allthough I feel sorry for whoever designed them, he put so much effort into details that won't be appreciable anymore. EDIT: also, the broadsword icon in the training camps should be made darker, because as it is, it is hard to tell if there are broadswords inside or not. Not sure if I should open a new thread for it or not. Edited: 2019-05-20, 02:39
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GunChleoc |
Posted at: 2019-05-20, 09:32
Let's get https://code.launchpad.net/~widelands-dev/widelands/list-directories-in-cpp/+merge/366614 reviewed so that I can finish implementing spritesheets. This way, Nordfriese will not have to export the renders twice, because that is time consuming work. Busy indexing nil values Top Quote |
Nordfriese |
Posted at: 2019-09-17, 21:59
I´m too busy ATM to review the spritesheets pull request, but I´m already preparing to reexport the frisian models with spritesheets. I have merged my GraphicsMoveAndResize, GraphicsAutoClipAnimations, MipmapMaker etc into one applet that generates spritesheets from the raw renders. So a few questions:
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GunChleoc |
Posted at: 2019-09-18, 10:09
The simple answer to all of your questions is to run the new executable once and look at the result. Why do you need to know all this in detail? All you need to do is export your images at the 4 resolutions that the engine supports and add them as you have always done. So, there will be no changes whatsoever to the Blender export procedure - it would probably be good to adapt the Blender Python scripts to produce 4 resolutions for maximum quality, rather than doing the post-processing with the Java tool. Then you run the new executable to turn them into spritesheets. The tool will print the Lua code on the command line, which you can then paste into a "spritesheets" Lua table. Then delete the only animation files and copy over the spritesheet files, and remove the old entry from the "animations" table. If you generate the Sphinx documentation in the branch, it's all explained there.
Correct. So, the procedure would be:
You could also tun utils/optimize_pngs.py on the spritesheets before committing to make the repository size even smaller. Of course, this is all moot if we can't get the branch in. Edited: 2019-09-18, 10:10
Busy indexing nil values Top Quote |