Topic: New building graphics
GunChleoc![]() |
Posted at:
2016-01-23, 10:51 UTC+1.0
I have had a look at it in-game. We want this to be a medium size building, but the graphic only fits for a big building. Could you please resize it? You can take the Dungeon as a template to see how much space you have. The ground also needs a texture, otherwise the road will show beneath the building. Busy indexing nil values ![]() ![]() |
DragonAtma![]() Topic Opener |
Posted at:
2016-01-23, 14:34 UTC+1.0
Okay, try these:
Edited:
2016-01-23, 14:35 UTC+1.0
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GunChleoc![]() |
Posted at:
2016-01-23, 15:13 UTC+1.0
Screenshot The road doesn't match 100%, but I guess that's just a matter of shifting the building a bit. I think the player color looks a bit ragged at the edge. Busy indexing nil values ![]() ![]() |
DragonAtma![]() Topic Opener |
Posted at:
2016-01-23, 16:13 UTC+1.0
I'm not a professional artist; I'm just a guy who likes Widelands.
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GunChleoc![]() |
Posted at:
2016-01-23, 17:21 UTC+1.0
I think making the player color mask a bit smaller should do the trick. Don't worry about the road, I will take care of that. You are doing a good job Busy indexing nil values ![]() ![]() |
king_of_nowhere![]() |
Posted at:
2016-01-23, 20:46 UTC+1.0
i preferred the version without ground texture. How would that green park look on winter terrain? also, I don't think it fits with a recruiting center. I expecta large courtyard where the recruits are assembled, trees in it do not fit with the theme. ![]() ![]() |
DragonAtma![]() Topic Opener |
Posted at:
2016-01-23, 21:58 UTC+1.0
I considered not including grass there, but it looked too monotonous, plus it somewhat blended in with the walls. Even now, I considered spicing up the center of the non-grass portion a bit, but decided against it.
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GunChleoc![]() |
Posted at:
2016-01-24, 09:13 UTC+1.0
How about making the ground look like gravel or mud? Busy indexing nil values ![]() ![]() |
DragonAtma![]() Topic Opener |
Posted at:
2016-01-24, 18:35 UTC+1.0
I can try one of those, even though it feels more like the type of ground you'd see for the barbarians.
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GunChleoc![]() |
Posted at:
2016-01-24, 19:25 UTC+1.0
Ouch! Hope the weather gets better for you soon. I have another idea for the ground - maybe we can create a flagstone effect, inspired by the busy road texture. We need to make sure that it doesn't visually overload the graphics though. So, we would have flagstones or a flagstone/gravel combination for the Atlanteans, gravel for the Empire and mud for the Barbarians.
Edited:
2016-01-24, 19:26 UTC+1.0
Busy indexing nil values ![]() ![]() |