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Topic: Egyptians Tribe

TheHunter
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Posted at: 2019-08-19, 20:17

( ‾ ʖ̫ ‾)

Finally fixed my problem.

All i had to do is to dig inside init.lua files a little.

Hope you like what i made recently.
Im trying my best.

Edited: 2019-08-19, 20:18

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Nordfriese
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Posted at: 2019-08-19, 20:30

This is just absolutely beautiful face-smile.png


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TheHunter
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Posted at: 2019-08-19, 20:39

Thank you!

I will try to put more buildings,expect picture tomorrow.


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GunChleoc
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Posted at: 2019-08-20, 19:02

Looking good. Don't forget to add some player color face-wink.png

Any maybe temples will need scarab amulets? https://en.wikipedia.org/wiki/Scarab_(artifact)

Edited: 2019-08-20, 19:06

Busy indexing nil values

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TheHunter
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Posted at: 2019-08-20, 21:07

Agrred fully with you.Im sorry I did not present anything today I had some buisness.I managed to add Fisherman hut,Fishbreeder hut,Bakery(With working anims).

Player Colors indeed are a problem.I dont know how you paint them?

BTW I am currently on vacation.I will go home in 2-3 days.When I get home I will be much faster than I am here.Also I will finally create that Bazaar Branch.

Edited: 2019-08-20, 21:12

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Nordfriese
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Posted at: 2019-08-20, 21:57

Player Colors indeed are a problem.I dont know how you paint them?

Assuming your images are called idle_??.png, the playercolor masks are images called idle_??_pc.png. Every pc image has the same size as the base image. Pc images are monochrome – all pixels are either completely black or completely white (no transparency). Pixels that are white in the pcmask will be overlayed with playercolor in the base image.

In Blender, I normally inactivate all light sources and set all materials to fully black (diffuse,specular,ambient,emit all to 0) except those I want to have playercolored, which I give an Emit value of 100 so they glare white. The resulting images are almost monochrome; my GraphicsMoveAndResize turns them into proper pc mask files then.

See also https://www.widelands.org/wiki/AboutColors/ (the blender scripts mentioned in the wiki are mostly incompatible with current blender version though)

Edited: 2019-08-20, 22:00

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TheHunter
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Posted at: 2019-08-21, 15:13

Okay thank you a lot


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GunChleoc
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Posted at: 2019-08-21, 19:04

You could also look at some of Chuck's work, e.g. the Barbarian Warehouse and Wood Hardener. He started out with an old version of Blender though, so things will look funny in a current Blender version.

Have you seen https://www.widelands.org/wiki/GraphicsDevelopment/ ? It's a bit outdated, but there's a screenshot of the export function in there.

Edited: 2019-08-21, 19:04

Busy indexing nil values

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TheHunter
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Posted at: 2019-08-21, 20:45

I checked it out,thats how i managed to export images to game.

Anyway no picture today either.Im not happy with today progress,so wait until tomorrow.I should add more medium buildings and military ones aswell.

Sorry again face-sad.png


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TheHunter
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Posted at: 2019-08-22, 20:38

Wanna say thanks to GunChleoc for approving me into Widelands-media dev team!Im happy to be part of your team.

Todays case is different.I got some good news.I managed to paint player colors!

  • Added mines model(this picture only shows iron mine but i wil get more in future)

  • Player colored military building.

Here is picture showing peacefull egyptians village. Peacefull village

Edited: 2019-08-22, 20:42

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