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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:17
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On kinds of horses:
The huns should ride something like a mustang or pony.
Arabian horses are very very late, specially-bred individuals. I doubt the current pur-sangs (pure blood) or anything like them were ever used in warfare.
Chariots were drawn by small horses or ponies, early war horses were also ponies or mustangs, and it is only with agriculture and war-horse breeding that we got big destriers in the middle ages (which look more like a percheron than an Arabian).
In terms of bows, it could be worth noting that huns, mongols, and, generally speaking, all people inheriting these weapons from the steppes used composite bows (small, double curvature), whereas Europeans used single-curvature bows (slightly bigger, less efficient).
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:17
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OK, things looks like that "pony", along with its archer, need some general overhaul and possible remodeling. Yes, it's 3D mesh model, so modeling and texturing are 99% of the work, while actualy "drawing" is trivial.
In meantime, I created something resembling Roman trade ship, based on your references. I think it's ~50% complete; I need to retexture it (create some plank edges, for example; bump mapping would be nice, IMO) and add some details (ropes and small elements). I'm aware that 90% of details will be lost during downsampling, but this model may be used for some other works (various splash screens, info pages etc.) in the future.
Attachment: tradeship.png
This has been downloaded 137 time(s).
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:17
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OK, I've not a lot of spare time last day, so boat is now say, 55% complete. Namely, some bump mapping is available. I think that we'll need a bit more detailed model, with some ropes and small details, for use in the future. Then (I hope today) I'll downsample it to your favorite size and toy around a little so tile will be less atoganizing.
Here is a sample rendering of the current state: (see below)
P.S. I'll have enough time to do something with horse archer not until this weekend, I fear. Organics modeling is somewhat more time-consuming.
Attachment: tradeship_show.jpeg
This has been downloaded 124 time(s).
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:17
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Here is the boat with some ropes added. I know that any mariner would kill me for amount of mistakes I've made, but I tried to grok the best I can from reference pictures posted above.
Attachment: tradeship_new.png
This has been downloaded 117 time(s).
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:17
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OK, now less funny stuff. I've rendered the above picture for 40x50 viewport with abusive antialiasing settings (33 oversampling iterations or so). Don't beat me.
Attachment: tradeship_tiny.png
This has been downloaded 115 time(s).
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:17
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vovansim, hair rendering is one of the most painful things I know of. Just count all these darned hairs. They need to be self-shaded with light mapping in order to look any realistic, BTW. I'll include hairs anyway at some final stage, but I think that archer face and right hand (very interesting gesture, it's hard to capture) are primary targets, along with patchgrid alignment.
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:17
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BTW, can anyone give me a clue about harness type used by huns, especialy did they employ saddle and stirrups or not. I know that horse archery w/o stirrups isn't any pleasing thing, but...
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:17
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I didn't have a lot of time this week, so model is still incomplete. At least, our Hun now doesn't look like he was hastly welcomed by some legioner...
Attachment: hun.jpeg
This has been downloaded 89 time(s).
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:17
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Now, our Hun looks almost like human (I hope), all major parts are implemented. There is still a room for improvement, especialy for his face and right hand. With much pain and waste of lots of computer time, I've got something resembling normal hair and fur.
Attachment: hun.jpeg
This has been downloaded 76 time(s).
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:17
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vovansim,
You aren't any picky, you're completely right. Posing isn't any easer than modeling or texturing. I also need to fix his hair somehow.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:17
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A long time ago, someone was writing about getting permission to use some of the existing game mod images, like the HiRes graphics patch for Civ2, that are on Apolyton.
I need a lot of images to test out expensions of the tech tree. I know they are not exactly the right size, but it would be better than anything I would draw.
Did we ever get permission to use any of them? Most of them say that they can be distributed and used freely, but only if no money is charged, so since we are not a GPL project we would need the creator´s premission.
Come to think if it, is there anything in the code that requires 40x80 tiles? What would happen if all the images were a different size?
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:17
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BTW, what kind of images you need? If it doesn't requre extensive organics modeling, they may be created rather quicky.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:17
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What I need is, unfortunately, mostly people. I have created the following units, but have not been able to add them to the tech tree due to lack of pictures:
Scout
Cavalry Scout
Horse Archer
Cataphract
I also need a better wood wall; the one I drew is pretty ugly, as well as a simple stone wall and a really good stone wall. I would also like battering ram as the first siege weapon.
In the log term, we basically need everything that Civ2 has, plus a lot that they don´t. That is why the current graphics patches would be so useful.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:17
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The tiles can be any size, they will be scaled.
There are several siege weapon images already, though no ram (ballista, catapult and trebuchet). Note there are 2 archer images, so you may use one as a scout.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:17
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I have already used every single unit image in the tiles folder, except MarionLegion which IMO is too ugly to use and Trebuchet which is too high tech for these scenarios. There are already two different types of archer units and three different siege weapons in my file.
Once the unit obsolescence is fixed, I will have the capability to expand the tech tree and military units into a whole-history game. The lack of images and the size of the power circle are the only barriers. Can events change the power circle size? If so that is not a problem either, since I can easily have technology shrink the circles as the game progresses.
On a related note, can we put an option to get rid of the minimum size of the power circle?
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:17
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quote: Originally posted by Richard Bruns
I have already used every single unit image in the tiles folder, except MarionLegion which IMO is too ugly to use and Trebuchet which is too high tech for these scenarios. There are already two different types of archer units and three different siege weapons in my file. |
AFAIK there is no reason why, temporarily, you can't use the same image for two distinct unit types. BTW a new artist has shown up willing to work, and I pointed him here to take a stab at your requests.
quote: On a related note, can we put an option to get rid of the minimum size of the power circle? |
Smaller PC sized looked really odd in original playtesting. Why is that crucial? I guess we can make the min size settable in the xml and that way it could be set to 0 if you desire.
Last edited by Mark_Everson on 06-02-2003 at 22:24
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xxjiggawhoxx
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Dallas, Tx
Dec 2002 time: 23:17
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I humbly bow before you, oh master of graphical rendering.. *bows* My pathetic attempts at making units have, shall we say, very ugly results. Your historical accuracy just makes me ask 'why so much trouble,' but looking at the results, I can tell this game will be freggin' awesome with people like you working on it. I'll do my best, and hope thats enough but damn... Yes yes I'm the new guy, and my stuff will pale in comparison.
-Tyler
I cant seem to get it to upload my image so Ill link later... after my website is respectable enough to be seen.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:17
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quote: Originally posted by Mark_Everson
AFAIK there is no reason why, temporarily, you can't use the same image for two distinct unit types. BTW a new artist has shown up willing to work, and I pointed him here to take a stab at your requests. |
I am trying to standardize things so that players know exactly what a unit is when they see it on the map. IMO a picture should always be associated with a single set of stats unless the scenario explicitly states otherwise.
quote: Smaller PC sized looked really odd in original playtesting. Why is that crucial? I guess we can make the min size settable in the xml and that way it could be set to 0 if you desire. |
It isn´t crucial, I just think that the current minimum size is too big. It is annoying to have to test five or six difeferent power circle multipliers for each scenario just to make sure that the smallest unit has a power circle no smaller than the minimum power circle size.
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