Too Many WIP's

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Buggi
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Too Many WIP's

Post by Buggi »

What can be done to reduce/eliminate the number of WIP's on the new GFX page?

The closer everything on there is to done the faster the new graphics will be implimented. :)

What can I do to help manage the project? I'll try to see if I can't bring some talented people from SimCity 4 to help.
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Aracirion
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Post by Aracirion »

the problem is that there iss no definite lighting setup and no unified texture library yet, i think that's why there s so many vips (at least that's the reason for mine)
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Ben_Robbins_
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Post by Ben_Robbins_ »

WIP has many different values really. With buildings needing day/night/seasons/building stages etc, WIP tends to be left next to it. If theres any that have been on it for ages with no progress then start buggin people i guess.
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Post by dmh_mac »

Theres even a whole bunch of wips that arent in the wiki :)
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Post by Ichi »

dmh_mac wrote:Theres even a whole bunch of wips that arent in the wiki :)
yep, like my mine :P
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White Rabbit
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Re: Too Many WIP's

Post by White Rabbit »

Buggi wrote: What can I do to help manage the project? I'll try to see if I can't bring some talented people from SimCity 4 to help.
'From SimCity 4'? You know Maxis developers?
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Ben_Robbins_
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Post by Ben_Robbins_ »

Well of the WIPS on the new graphics page, 'Dylan' and 'Michael Burschik' are the only 2 names in there that arnt presently active on it, that im awair of. (or around in the forum)
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Post by Ben_Robbins_ »

Would it be better to stick more than just a WIP next to something... So...There would be Unclamed, and WIP as usual, but then for every building there is the base sprie, construction, day/night, seasons, misc..then all in 4 rotations...and then dilapidated as well...

http://wiki.openttd.org/index.php/Tile_ ... raphics%29

Also somethings may be completely modeeled but not textured...

So if people put >W.I.P 3.0 Modelled 270'<, it would be clear that it was not fully textured but modeeled with 4 or more stages of construction from 3 angles, with day and night.

Think i made that sound confusing...but for example..the farm would be >W.I.P 2.0 360'<

I just think 'W.I.P' is very vauge...theres some things that change frequently, and other things ive never seen change
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Post by Czestmyr »

So you mean WIP followed by something more descriptive like WIP - 270 deg done?
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Crazy Vaclav
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Post by Crazy Vaclav »

I think it is enough to have only one picture for every model on the wiki, because if we start adding all possible angles, construction and so on, it will just be too much. We could create a new wiki page to house all pictures people think is needed for their models, but I think the "Enhanced GFX replacement page" should be as clean as possible. One picture for each model is enough.
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Post by Ben_Robbins_ »

Crazy: I didnt mean add many pictures, just a more informative variation of 'W.I.P' in the progress bar
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Re: Too Many WIP's

Post by Born Acorn »

White Rabbit wrote:
Buggi wrote: What can I do to help manage the project? I'll try to see if I can't bring some talented people from SimCity 4 to help.
'From SimCity 4'? You know Maxis developers?
He must mean the people who develop modifications. Oppie was one of them, and he helped make the NL set for locomotion.

Do we actually have a place where all the models are stored? We only have the preview pictures, but I can't help fearing a catastrophic hard drive failure and loss of the models :?
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Post by Alltaken »

the number of WIP's is not bad.

the organisation of the WIP's is bad.

we need a centralised place to put and update all WIP's so that everyone has access to them if they need, and can get the latest if they need.

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Post by gigajum »

Alltaken wrote:the number of WIP's is not bad.
the organisation of the WIP's is bad.
we need a centralised place to put and update all WIP's so that everyone has access to them if they need, and can get the latest if they need.
Alltaken
Add it to svn, too? Is blender not using normal text files to save it's data? then it should be no problem to add the blender text files to svn.
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Post by dmh_mac »

I believe blender files are more like memory dumps.

from: http://www.blender3d.org/forum/viewtopi ... 7a78cec7d7
Rather than bits beingmodified between releases, the Blender file format is close to a representation of the Blender memory state at save time. It's not an exact representation, but writing an importer for it can be rather complex. The best option is to write an exporter for your game engine in Python rather than writing an importer for Blender files. That said, someone already managed to write a program that reads Blender files, Jorrit, the author of the CrystalSpace game engine, but even that effort is being superceded by a script collection
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Post by Crazy Vaclav »

Ben_Robbins_ wrote:Crazy: I didnt mean add many pictures, just a more informative variation of 'W.I.P' in the progress bar
Ok, but is it really needed to write "270" with the wip? I mean, as we are doing this in 3d, we will have all the angles as soon as the building is finished. It will just be a matter of rendering it.

Another thing I have thought about is that people seem to put too much faith in the standardized texture library. If you are, like me, not very good with textures then I think it is alright to wait for a texture library, but I don't understand when people who are obviously very tallented don't take the chance to make any textures themselves.
I mean, if you go for a walk in your home town, I think you will realize that all concrete doesn't look the same. All brick buildings don't look the same and the same goes with stone buildings and metals. It would be pretty boring if all buildings and veichles ended up looking basicly the same.

So instead of waiting for someone else to do the library, why not upload the textures you have made so everyone can use them? Its not like the textures you people are doing wont be good enough.
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Post by Ben_Robbins_ »

Crazy...Yeah, the 270 bit probly aint needed

Some Textures should be the same, like the common ground textures, Road Textures...etc

Other textures wouldnt '''have''' to be used, but it may save someone a lot of time...

i agree stuff shouldnt all be identical, but there should be some conformaty..otherwise it could be like haveing buzz lightyear talk to Cartman, on a walace and gromit set, wich would start to look wierd.

In relation to uploading textures, where do we put them?
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Crazy Vaclav
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Post by Crazy Vaclav »

Of course it should look uniform, but if people upload their textures so others could use it, I think we will get a uniform look. My point really was that we shouldn't sit around waiting for someone else to make the textures, when we already have so many people qualified to make them. Ground textures like asphalt and grass are the only textures I think needs to be standardized. And glass, perhaps.

I don't really know where to upload them, as I'm not sure how much space would be needed. But perhaps we could use one of the free hosting sites out there?
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Post by Ben_Robbins_ »

if the texture bank is large enough that should prevent things being too alike. Also critism's in the forum should enshore things arent all identical.

I no nothing about web hosting... what is the wiki site on at the moment?
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Re: Too Many WIP's

Post by Red.xiii »

Buggi wrote:
What can I do to help manage the project? I'll try to see if I can't bring some talented people from SimCity 4 to help.
That would be awsome! Their models are all done and just need to be imported to blender and textured, hundreds of 'instant' buildings...

Btw i am still here, just waiting for the final texture bank to call it finished (well... i'll add some stuff to the gardens and pavements)

Tree's will be done soon too. I saw soon because i've got exams that finish at the end of may so i'll have more time then.
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