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Topic: Make Frisian buildings smaller

Nordfriese
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Joined: 2017-01-17, 18:07
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Posted at: 2019-09-18, 10:30

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

This is exactly the reason why I´m not keen to do it like this. I have all renders at very high resolution directly available, but to reexport them at exactly the scales your program requires, I´d have to rerender every. single. blender file. four times. Ugh.

Add to that that my development machine is having network problems again so I can´t even download your branch to test it currently.

On the other hand, it took me less than an hour to gather my five graphics-export tools into one pipeline that easily creates spritesheeted mipmaps in a fully automatable workflow. Using this instead will save me many many hours of rerendering hundreds of animations.

You could also tun utils/optimize_pngs.py on the spritesheets before committing to make the repository size even smaller.

OK, will do that


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GunChleoc
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Posted at: 2019-09-18, 11:26

If the resolution of the original is high enough and the renders are already done, sure, go ahead and use your personal tools face-smile.png

It would greatly help already if you could do a code review without testing. Somebody else can do the testing part.

You could also commit the new renders as file animations and I can then take care of creating sprite sheets off them. This way, you won't need to write a second tool that does the exact same job as the tool that I just wrote. You should hold off on doing all this work though until we have merged the branch, because it would be a waste of your time.


Busy indexing nil values

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NotYetTakenUserName
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Joined: 2019-10-15, 18:06
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Posted at: 2019-10-15, 19:14

Make Frisian buildings great again!

Jokes aside, how about ctrl-space to make buildings disappear or transparent? My idea being, Frisian buildings can stay nice and tall as they should be, while there is a possibility to look behind/through them.


It's my opinion, plus I don't share it.

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stonerl
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Joined: 2018-07-30, 00:03
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Posted at: 2019-10-17, 17:39

Frisisan buildings are too big, not only are theu u proportional when compared bto other tribes, they are also overlapping with each other. Therefore they need to be resized.


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WorldSavior
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Joined: 2016-10-15, 04:10
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Posted at: 2019-10-17, 18:16

NotYetTakenUserName wrote:

Jokes aside, how about ctrl-space to make buildings disappear or transparent?

That would be a very good feature, especially if they disappear and still show an unique building symbol at the place where they stand


Wanted to save the world, then I got widetracked

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NotYetTakenUserName
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Posted at: 2019-10-17, 18:55

Being unfamiliar with the code I can't estimate the effort. But the general idea is pretty simple. Handling is like pressing space bar but the effect goes to the drawing of buildings.


It's my opinion, plus I don't share it.

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Nordfriese
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Posted at: 2019-10-31, 12:47

Pull request for the frisian spritesheets is up: https://github.com/widelands/widelands/pull/3554

I made all buildings between 10 and 20 % smaller, now they look more proportional.

Frisian soldier is unfortunately not available as mipmap because the blend files are lost


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GunChleoc
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Posted at: 2020-01-03, 13:51

Can you crate an issue for the missing blend files, please? I can't access my GitHub account from this computer.


Busy indexing nil values

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GunChleoc
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Posted at: 2020-02-21, 20:56

Soldier animations: https://github.com/widelands/widelands/issues/3704

Building transparency: https://github.com/widelands/widelands/issues/3705

Edited: 2020-02-21, 20:59

Busy indexing nil values

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