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Posted: 08 Oct 2005, 21:41
by Crush
no, the game uses a lightsource from the southwest. haven't you read the graphic design guidelines on the wiki?

Posted: 08 Oct 2005, 22:01
by Golgo
Crush wrote:no, the game uses a lightsource from the southwest. haven't you read the graphic design guidelines on the wiki?
Like this?.

Image

Posted: 08 Oct 2005, 22:18
by Crush
more like this:
Image

think about the light source as over your left shoulder.

Posted: 08 Oct 2005, 22:26
by Golgo
Crush wrote:more like this:
Image

think about the light source as over your left shoulder.
Wouldent that be northwest?, hmm looks like ill just have to make longer strechy shadows.

Posted: 08 Oct 2005, 23:40
by Crush
what i wanted to make clear: on your picture it looked as if the light source were very low on the ground.

what i meant was that the light source is behind, left and over the viewer.

Posted: 09 Oct 2005, 00:42
by Golgo
Crush wrote:what i wanted to make clear: on your picture it looked as if the light source were very low on the ground.

what i meant was that the light source is behind, left and over the viewer.
The suns rays are powerful :p, its the desert, behind left and over the viewer..... so basically on top leaning a little to the left is what your saying?, this conversation might go on for a bit...,so ill look at the wiki page or show me a quick tile example (if you want to).

Posted: 09 Oct 2005, 01:46
by Crush
the wiki is down at the moment. but you can find the link to the tileset development guidelines on the front page when it is up again.

In the meantime check out the shading on my woodland tileset. it is the result of a long discussion:
Image

Posted: 09 Oct 2005, 12:02
by Golgo
Crush wrote:the wiki is down at the moment. but you can find the link to the tileset development guidelines on the front page when it is up again.

In the meantime check out the shading on my woodland tileset. it is the result of a long discussion:
Image
Thats pretty much coming from the west, alright ill ajust to that thanks.

Posted: 09 Oct 2005, 14:30
by Rotonen
I like the head, but it's not a camel (and it shouldn't be a camel).

Posted: 09 Oct 2005, 14:50
by Golgo
Rotonen wrote:I like the head, but it's not a camel (and it shouldn't be a camel).
Well, i wasent really looking at a reference pic when i ded it, so thats good then that you liked the head :D .

Posted: 10 Oct 2005, 09:03
by Modanung
Love the update golgo, keep up the good work.
The diagonal bends could be a bit more smooth... or are those just pieces of straight wall?

Posted: 10 Oct 2005, 22:25
by Golgo
Modanung wrote:Love the update golgo, keep up the good work.
The diagonal bends could be a bit more smooth... or are those just pieces of straight wall?
Thanks, the wall tiles in the corner left are barrier walls (walls that are a little after then the castle itself, as you have it in that 3d image), i also need to know what floor tiles we are using in this area?, i cant do fixed floor lighting with out knowing what tiles are going to be used for the floor.

Posted: 11 Oct 2005, 09:42
by Bjørn
Golgo wrote:Thanks, the wall tiles in the corner left are barrier walls (walls that are a little after then the castle itself, as you have it in that 3d image), i also need to know what floor tiles we are using in this area?, i cant do fixed floor lighting with out knowing what tiles are going to be used for the floor.
You should probably put your floor lighting in a different layer, so that we can always change the floor tiles easily later.

Posted: 11 Oct 2005, 23:33
by Golgo
Bjørn wrote:
Golgo wrote:Thanks, the wall tiles in the corner left are barrier walls (walls that are a little after then the castle itself, as you have it in that 3d image), i also need to know what floor tiles we are using in this area?, i cant do fixed floor lighting with out knowing what tiles are going to be used for the floor.
You should probably put your floor lighting in a different layer, so that we can always change the floor tiles easily later.
Oh ok, ill do a transperency then.