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Re: [Adonthell-artwork] Roof gfx complete!


From: Kai Sterker
Subject: Re: [Adonthell-artwork] Roof gfx complete!
Date: Mon, 25 Apr 2011 20:49:43 +0200

On Mon, Apr 25, 2011 at 6:50 PM, James Nash <address@hidden> wrote:

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

Some extras like ivy or the grape vines would work too; in general
stuff that could be added as a second layer.

> I completed my little test Redwyne Inn, which helped identify a few missing 
> parts which I've now made and pushed to Github.

Great! Really like how it turned out, layout and style both!

> 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! :-)

Wow! Looking really forward to hearing the first comments (and bug
reports) for the tools.


> 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.

Yeah, even with standardised tiles you'll always need the odd part to
connect two different sets or get a door or something into a tight
spot.

> 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.

What there is (or will be) is of course the tagging based on directory
names and additional tags that can be assigned to models. That allows
to find matching sets of objects. Your idea would take that one step
further. Kind of selecting one model and then getting all the other
models that can interface with it. Sounds like a good idea to me.

> I need to give this some more thought and write another mail on this soon.

Please do. I imagine that in most cases it would be enough to filter
the model selector to the fitting pieces. The meta-data would probably
need to list all matching tiles and then in mapedit, you'd have an
"auto-match" feature that would filter the model list to those that
are listed in the selected models list. When you select another model
from the list, you'd get the tiles that fit that model. Of course, to
switch from wall-building to floor-tiling you'd have to toggle it off
to switch to a floor piece, but then again you would get all floor
tiles that would fit. Could be very helpful when it comes to
transitions between different floor types.

The more I think about it, I believe something like that might be
better at first than the tagging. Tagging will be useful when there is
a large amount of models and you want to reduce the list to particular
types like furnishing or ground tiles or such. But in the beginning,
we won't have that many models and certainly not many different sets,
so tagging can maybe wait a little while longer.

Hope I didn't run off in a totally different direction than what you
had in mind. Please correct me if I got it all wrong :-)

Kai



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