windmill, barn & other stuff

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TheBasilisk
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Re: stone wall, windmill & other stuff

Post by TheBasilisk » Tue Dec 15, 2009 12:24 am

Yes, I agree. Is it possible in terms of the engine to allow variable speeds? Of course, the minimum would be pretty much what i posted, because lowering the framerate of an animation like that (with 3/4 frames, haven't counted :P ) would look pretty crap.

Or isn't it time to discuss that yet? :D
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IvanMorve
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Re: stone wall, windmill & other stuff

Post by IvanMorve » Tue Dec 15, 2009 1:00 am

main building:
Image
(I will finish it tomorrow)

with your wings that started to look like a windmill ! Thanks.
(but need some arrangement)
Last edited by IvanMorve on Tue Dec 15, 2009 1:35 pm, edited 2 times in total.
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Kage
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Re: stone wall, windmill & other stuff

Post by Kage » Tue Dec 15, 2009 5:35 am

I should had waited till it was finished.... but I couldn't!

I also attached the custom data if anyone wants to see the windmill in action.
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windmill.zip
(89.61 KiB) Downloaded 68 times
Mana_Screenshot_1.png
Mana_Screenshot_1.png (184.8 KiB) Viewed 1242 times
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Bertram
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Re: stone wall, windmill & other stuff

Post by Bertram » Tue Dec 15, 2009 10:44 am

Hi,

@ Ivan and i:

Wow, ;)

@ Kage:
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<thorbjorn> Yes. :P
:arrow: Beware, it's hard to stay an elite. ;)

Best regards.
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IvanMorve
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Re: stone wall, windmill & other stuff

Post by IvanMorve » Wed Dec 16, 2009 12:37 am

after some little updates:
Image
May I call this "finished"?
(in fact, I'm not able to do something better...)
I NEED critics

i, did you use this tool for the wings rotation/deformation?
http://mruk.wordpress.com/2009/03/12/th ... ble-shape/
I will try to understand how that works.

@ all the people who say that they like it: Thanks for your enthusiasm :o


Len wrote:Damn, Now I need to make a better one for WOA
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Crush
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Re: stone wall, windmill & other stuff

Post by Crush » Wed Dec 16, 2009 6:41 am

It's really great. But we need the rest of a building tileset in that style to fit it into because it wouldn't work with the buildings we already have.

Do you feel up to the task of creating some "normal" building tiles in that style?
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Re: stone wall, windmill & other stuff

Post by i » Wed Dec 16, 2009 1:10 pm

IvanMorve wrote:did you use this tool for the wings rotation/deformation?
http://mruk.wordpress.com/2009/12/16/th ... ill-wings/ - a small tutorial ;)
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IvanMorve
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Re: stone wall, windmill & other stuff

Post by IvanMorve » Wed Dec 16, 2009 1:41 pm

i wrote:
IvanMorve wrote:did you use this tool for the wings rotation/deformation?
http://mruk.wordpress.com/2009/12/16/th ... ill-wings/ - a small tutorial ;)
Thanks!
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Re: stone wall, windmill & other stuff

Post by i » Wed Dec 16, 2009 3:04 pm

Lets assume it's finished now:
WindmillTower.png
WindmillTower.png (18.57 KiB) Viewed 1085 times
Unfortunately I had to cut it a bit :( In this form mapping is easier.
(In future animated wing may not be placed as particle emitter, but as animated tiles on separate layer)

I also placed Pixel Tag with basic data.
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Re: stone wall, windmill & other stuff

Post by Crush » Wed Dec 16, 2009 3:16 pm

We talked a bit about this on IRC and came to the conclusion that a particle effect is the more comfortable solution.
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Re: stone wall, windmill & other stuff

Post by TheBasilisk » Wed Dec 16, 2009 3:23 pm

Crush wrote:We talked a bit about this on IRC and came to the conclusion that a particle effect is the more comfortable solution.
What if people turn particle effects completely off and wonder what the building is? >_>
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Re: stone wall, windmill & other stuff

Post by i » Wed Dec 16, 2009 3:27 pm

Crush wrote:We talked a bit about this on IRC and came to the conclusion that a particle effect is the more comfortable solution.
I'm glad to hear that ;)

Anyway, Ivan there is still room for improvement:
Bugs-2009-12-16.png
Bugs-2009-12-16.png (127.22 KiB) Viewed 1069 times
Selected areas are too bright. I've noticed that in previous version edges looked better. Did you make AA on white background instead of transparent or something? I've reduced some of bright pixels already in presented version, but it's not enough. Outline should not be visible (not black!) but it usually helps if it's a bit darker than object. ~or at least in same color.
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Crush
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Re: stone wall, windmill & other stuff

Post by Crush » Wed Dec 16, 2009 3:30 pm

TheBasilisk wrote:
Crush wrote:We talked a bit about this on IRC and came to the conclusion that a particle effect is the more comfortable solution.
What if people turn particle effects completely off and wonder what the building is? >_>
Their fault ;)

There are also other things which look equally strange without particle effects, like the waterfalls for example. The damage numbers you see bouncing around are particle effects, too.

My recommendation to users of low end systems is to set the particle effect detail to low or even lower by setting particleEmitterSkip to a higher value in the config.xml. (One-image particles like this one are not affected by this, only particle effects which create particles continuously).
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Re: stone wall, windmill & other stuff

Post by Kage » Wed Dec 16, 2009 6:06 pm

Crush wrote:
TheBasilisk wrote:
Crush wrote:We talked a bit about this on IRC and came to the conclusion that a particle effect is the more comfortable solution.
What if people turn particle effects completely off and wonder what the building is? >_>
Their fault ;)

There are also other things which look equally strange without particle effects, like the waterfalls for example. The damage numbers you see bouncing around are particle effects, too.

My recommendation to users of low end systems is to set the particle effect detail to low or even lower by setting particleEmitterSkip to a higher value in the config.xml. (One-image particles like this one are not affected by this, only particle effects which create particles continuously).
We may want to remove the ability to disable particles though the setup menu. The reason is because on Manaserv we ALREADY have particle monsters/NPC (fire demon). And turning off particles will affect the game play.

As far as the whole "run on a slow computer". I think most people should be able to at least run with low particles. And its only natural progression as a game advances it will demand more and more from hardware.

We shouldn't hold back implamenting cool things, just for the 5% of users who have a slow computer from 1995 and can't run it.
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IvanMorve
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Re: stone wall, windmill & other stuff

Post by IvanMorve » Wed Dec 16, 2009 7:48 pm

Image
a better (?) one.
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