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PostPosted: Fri Dec 07, 2007 12:58 pm 
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I take it the small box on top of the building is for the elevator machinery, so maybe you should include the elevator shaft in the floor layout of the first construction stage?

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PostPosted: Fri Dec 07, 2007 1:36 pm 
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Jupix wrote:
I take it the small box on top of the building is for the elevator machinery, so maybe you should include the elevator shaft in the floor layout of the first construction stage?

I think that small box is just an exit from the staircase to the roof. A house with only three floors does not need to have an elevator I think.


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PostPosted: Fri Dec 07, 2007 2:00 pm 
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Wacki: I was/am talking about the lampposts. The top section currently is a light violet colour, but I think it would be better if it’s slightly darker and de-saturated (colour removed / made more grey). Your last shot of that building is great. Although you middle stage is true to the original, I think it would be nice to have it slightly less complete with some brickwork showing to link from the first stage.

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PostPosted: Fri Dec 07, 2007 5:15 pm 
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Ben_Robbins_ wrote:
Wacki: I was/am talking about the lampposts. The top section currently is a light violet colour, but I think it would be better if it’s slightly darker and de-saturated (colour removed / made more grey). Your last shot of that building is great. Although you middle stage is true to the original, I think it would be nice to have it slightly less complete with some brickwork showing to link from the first stage.


OK, I try to remake it. But I do not promise it. Because I am trying do other tropical house.
BlazE: I am agree with you.

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PostPosted: Fri Dec 07, 2007 5:35 pm 
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Wacki: I wasn't suggesting a remake and re-render, but just a tweak post-render. (Photoshop it for example)

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PostPosted: Fri Dec 07, 2007 6:49 pm 
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Jupix wrote:
But the power plant always requires coal. You'd have to change that if you change the underlying technology, and that's a big gameplay change.

Ah, good point. Touche.

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PostPosted: Sat Dec 08, 2007 12:14 am 
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Wacki: Your flat is great.
Lord: Power Plant is almost same with original. Very cool. What is missing is texturing as you already said.
:D

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PostPosted: Sat Dec 08, 2007 2:30 am 
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lordazamath wrote:
I have finished with the power plant...No comments yet :( though.
Anyway...I'm working on the construction phases so you won't get tar yet..
Sorry, but original one looks better. I think even for current zoom level your one requires much more textures.

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PostPosted: Sat Dec 08, 2007 8:41 am 
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athanasios wrote:
Lord: Power Plant is almost same with original. Very cool. What is missing is texturing as you already said.
:D

George wrote:
Sorry, but original one looks better. I think even for current zoom level your one requires much more textures.

LordAzamath wrote:
you use Blender, right? If so, then I guess you used UV-mapping for textures? They look fantastic, but I don't know how to do something like that myself...Perhaps if you haven't noticed, I have done ery few things that have some texture too :(


Well..I try to do my best..so I'll update soon..But maybe it would be wiser to post the blend(s) here, so smb else could add textures...I'm no good at this :(
Lord
EDIT:
Ok...this is the best, I could ever do...
Attachment:
bestof.png
bestof.png [ 79.68 KiB | Viewed 2841 times ]


And here is the tar.gz with all blend files..
Attachment:
powerplant.tar.gz [3.63 MiB]
Downloaded 534 times

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PostPosted: Sat Dec 08, 2007 9:52 am 
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lordazamath, are you using blender? You don't have to UV map to add a texture...

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PostPosted: Sat Dec 08, 2007 10:27 am 
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I know...I can add texture to material too, and that's waht I used to do too...But the problem is that there are so many parameters, that I have no idea what they do...And with uv-mapping I can specify the size, or area, I want to show...Anyway, I'm not that good in textureing/adding materials, than in mesh modeling...That's why I gave you all blends :D

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PostPosted: Sat Dec 08, 2007 10:30 am 
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nice work LordAzamath, it's just a bit too shiny in my opinion ;) industries are diiiiiiiirty :twisted:

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PostPosted: Sat Dec 08, 2007 10:53 am 
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I would strongly advise looking at the non-UV mapping texturing in blender; it looks scary (like the rest of the program :) ) but is actually simple and powerful! The basic idea is to define textures (F6), which can be procedural or an image, then mix them into a material (F5). Some useful links are:
http://wiki.blender.org/index.php/Manual
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro
But I expect you already know about these!

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PostPosted: Sat Dec 08, 2007 1:36 pm 
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Other tropical building:


Attachments:
4600.PNG
4600.PNG [ 1.69 KiB | Viewed 2699 times ]
trop_house_3.png
trop_house_3.png [ 54.22 KiB | Viewed 2701 times ]

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PostPosted: Sat Dec 08, 2007 1:44 pm 
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Observation - I notice in the (very nice!) screenshots that, whilst there is new grass, trees roads, and everything, the water seems to be the same old 8bit stuff.
Has anyone done any work on it? Just thought I'd ask.


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PostPosted: Sat Dec 08, 2007 2:05 pm 
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Concerning the tropical building, is there a standard sand/desert texture?

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PostPosted: Sat Dec 08, 2007 2:09 pm 
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not yet...no rain-forest terrain neither ...Maybe I will try to make them...Maybe..

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PostPosted: Sat Dec 08, 2007 4:11 pm 
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Moriarty: I had a play with making a water sprite quite a while ago, but I’m not really happy with it yet. I’ll move onto things such as that once I’m done on other land sprites, assuming someone else doesn’t do it first.

Wacki: Looks nice, all I can suggest is adding dirt between the buildings and the ground. The clear line running between the two always stands out in cgi.

I spent last night trying to find a quick way of shrinking down the grass sprites and adding (or not) black borders. I made some actions in PS, but I don't seem to be able to export them. If anybody knows how to make PS un fadeout the 'save action' command (v7) then please say.. Anyway, I made the 2 levels, and with lines is here, and without lines is here. Once I actually found a way to do it, and got them as I wanted it only took 2 minutes per zoom which was handy.

The problem with tiles is how 'varying' to make them. The less they vary the better they tile, but the less they vary the blander they appear. There are elements of geektoo's grass tiles that I think tackle this well, so I intend to take a look at blending the two bits of work (permission gained), although I have no idea if that will turn out as intended due to some key differences. There is still plenty to tweak with the grass, but I'll do that once I'm ok with it as a whole, otherwise changes would have to be redone. Here’s a preview also. (Note: Ignore problems with the grass leaving blank pixels for the moment, that’s known about)


Attachments:
Grassnormalzoom.PNG [611.77 KiB]
Downloaded 255 times

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PostPosted: Sat Dec 08, 2007 6:44 pm 
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It is better?
And here is the next building:
I would like to remake everything city buildings from tropical environment.


Attachments:
trop_house.png
trop_house.png [ 54.51 KiB | Viewed 2520 times ]
4597.PNG
4597.PNG [ 1.51 KiB | Viewed 2510 times ]
trop_house.png
trop_house.png [ 47.88 KiB | Viewed 2505 times ]

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PostPosted: Sat Dec 08, 2007 8:23 pm 
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Wacki..please do then the high tropical flats too :D Mine are ugly...

Lord

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