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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
- [Adonthell-artwork] Roof gfx complete!,
James Nash <=