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[Adonthell-artwork] Roof gfx complete!


From: James Nash
Subject: [Adonthell-artwork] Roof gfx complete!
Date: Mon, 25 Apr 2011 17:50:53 +0100

Well, more or less, I may add some variations to break up the repetitiveness 
and some extras like a chimney. :-)

I completed my little test Redwyne Inn, which helped identify a few missing 
parts which I've now made and pushed to Github. You can see it here 
http://www.flickr.com/photos/james_nash/5654175842/in/set-72157624784085020/ 
and find the original Gimp XCF file (where it's all split into layers) here: 
http://dl.dropbox.com/u/20733092/adonthell/Redwyne_Inn_demo.xcf

I've been trying to build Adonthell on Ubuntu (in a VirtualBox VM on my Mac) 
but ran into some problems. I'll sort it out soon. However I've also ordered 
myself a cheap PC on which I'm going to install Linux properly to run Adonthell 
and all the tools (it's a bit clunky using the VM plus it seems to run down my 
laptop battery more quickly). Then I can finally start making models! :-)

One thing I've found while doing the roof is that it's hard to keep a 
consistent naming scheme without becoming overly complex. I've got some ideas 
for the naming that might help a little, but there's always going to be 
exceptions. I think this is an area where the tools may be able to help. 
Perhaps we could have some meta-data that model designers add which describes 
which other models can connect to it. The map editor could then read this 
meta-data and present suitable models when the user is building something like 
a wall (a sort of graphical auto-complete if you will). Obviously isn't needed 
in the actual game so we should either store it separately or have some way of 
stripping it away when making a game release. I need to give this some more 
thought and write another mail on this soon.

Regards,
                        - James




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