Help needed defining team rgb values for unit graphics
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Re: Help needed defining team rgb values for unit graphics
The size looks fine to me. But being so gray, it looks Stoned. Maybe more blue or black or white?
- thespaceinvader
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Re: Help needed defining team rgb values for unit graphics
Orcish Shamans X 3 (designed, roughly, after the portraits) and Dwarvish Miner - I will be animating eventually, but probably not soon.
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- Thrawn
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Re: Help needed defining team rgb values for unit graphics
Just a reminder that the fire effect should probably be as a halo, etc etc you probably already know that.
Apart from that, the young shaman looks like he's leaning too far farward. I see the effect you wanted (I think) but it looks unbalanced... :/
I like these alot, and glad work is going into changing them! The staffs look much better/more uniform than your last iteration!
Apart from that, the young shaman looks like he's leaning too far farward. I see the effect you wanted (I think) but it looks unbalanced... :/
I like these alot, and glad work is going into changing them! The staffs look much better/more uniform than your last iteration!
...please remember that "IT'S" ALWAYS MEANS "IT IS" and "ITS" IS WHAT YOU USE TO INDICATE POSSESSION BY "IT".--scott
this goes for they're/their/there as well
this goes for they're/their/there as well
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Re: Help needed defining team rgb values for unit graphics
,
EDIT: Oh also, your shadows are (35,0,85) instead of (22,0,53).
EDIT: Oh also, your shadows are (35,0,85) instead of (22,0,53).
Last edited by Blarumyrran on January 22nd, 2010, 8:15 am, edited 2 times in total.
Re: Help needed defining team rgb values for unit graphics
@Blarumyrran: the face has become a tad more inscrutable, but otherwise that's a solid improvement IMO. Specific kickback:
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- thespaceinvader
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Re: Help needed defining team rgb values for unit graphics
Would do, but currently can't use TC on haloes - the fire is currently team colour. It may not actually look that good in game, in which case i will change it. The young shaman's stance it based on the archer, but I think the head is rotated round a little too far, and may require a little fiddling.Thrawn wrote:Just a reminder that the fire effect should probably be as a halo, etc etc you probably already know that.
Apart from that, the young shaman looks like he's leaning too far farward. I see the effect you wanted (I think) but it looks unbalanced... :/
I think the face remains a little inscrutable to be honest - although the thunderer's face is the one of the dwarves I like the best, apart from the slightly iffy beard, hence using it as a base - on both of the new versions (the rest of which look great) i think that the face has simply slipped too far down the head - if you work out where the eyes are with relation to the top of the head and chin, they seem to be about 3/4 of the way down the face, and the mouth has dropped offd the bottom and is just hovering in the beard...
And the helm was specifically intended to ape miners' helmets hence having a distinct peak.
I picked the shadow colours off a mainline unit (not sure which one, though) so somewhere out there is a mainline unit using the wrong colours...
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
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Re: Help needed defining team rgb values for unit graphics
I just had a look at the problem of TC in haloes. (1.7.x)
it might be possible to do something in time for 1.8, but there are some major caveats, so I need to discuss it with the art devs beforehand
a proper (and less dangerous) fix might be workable for 1.9
it might be possible to do something in time for 1.8, but there are some major caveats, so I need to discuss it with the art devs beforehand
a proper (and less dangerous) fix might be workable for 1.9
Fight key loggers: write some perl using vim
Re: Help needed defining team rgb values for unit graphics
A death knight level up. Just blowing off steam with the dragon.
I was getting pretty desperate with the axe shaft and this messy thing is the best solution I came up with.
I was getting pretty desperate with the axe shaft and this messy thing is the best solution I came up with.
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I wish I had more time in my hands.
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Re: Help needed defining team rgb values for unit graphics
It's too much of a cyborg... a death knight should have some significant resemblance to an armored medieval guy.
Re: Help needed defining team rgb values for unit graphics
Well, I agree now that you say it.
But I'll leave it be like it is. Let someone make it pretty/usable if they find time and motivation to do so.
But I'll leave it be like it is. Let someone make it pretty/usable if they find time and motivation to do so.
I wish I had more time in my hands.
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Re: Help needed defining team rgb values for unit graphics
Very shiny and awesome (and extremely in keeping with the Chocobone) but I don't think it really works as a continuation of any of the current undead lines - it's simply too shiny and gold. I really hope this makes its way into UMC, though. VERY nice, just...not quite right.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
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Re: Help needed defining team rgb values for unit graphics
I can always use baseframe placeholders.thespaceinvader wrote:I really hope this makes its way into UMC, though. VERY nice, just...not quite right.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
Re: Help needed defining team rgb values for unit graphics
thespaceinvader wrote:Very shiny and awesome (and extremely in keeping with the Chocobone) but I don't think it really works as a continuation of any of the current undead lines - it's simply too shiny and gold. I really hope this makes its way into UMC, though. VERY nice, just...not quite right.
Yeah, this, especially that axe, is just badass; it doesn't look like part of the current undead faction, but it does look like a great 'dungeon monster' to fight against. And we need those, by and large.
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Re: Help needed defining team rgb values for unit graphics
I have all the frames for the direwolver done, I just need to 1] fix shadows on the idle anim, 2]detail some of the black missing sections I drew in (although leaving some black for shadow is a nice accident) and 3] make the rider's anim for the idle anim.
Tomorrow.
Tomorrow.
I also decided this crit wasn't worth hacking over, since 99% of the time, it'll be seen with the obviously-not-stoned rider, because stoning is incredibly rare, and last-but-not least, the entire restriction is just too expensive. Not using grey ever is as crazy as never using blue or red, it's just too basic of a color, and there are quite a few things in nature that just plain are grey, and will look funny if we bend them too far away.The size looks fine to me. But being so gray, it looks Stoned. Maybe more blue or black or white?
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Re: Help needed defining team rgb values for unit graphics
I like keeping promises. Committed.Jetrel wrote:I have all the frames for the direwolver done, I just need to 1] fix shadows on the idle anim, 2]detail some of the black missing sections I drew in (although leaving some black for shadow is a nice accident) and 3] make the rider's anim for the idle anim.
Tomorrow.
Anyways, not sure what's next. There is obviously the pillager to do, I'm just hesitant because the combination of fire and the net is gonna be a lot of work, since I'd prefer (for the first time ever) to get this unit done right. The fire is mostly going to come courtesy of rhyging's work here:
http://www.wesnoth.org/forum/viewtopic. ... 81#p398581
Actually what I'm leaning towards atm is; since we've only got 1-ish frame placeholders for the attacks at the moment, I may just leave those as is in order to get this in 1.8, and finish off real animations for later trunk. Most especially, I think I'll leave out the flame+breathing/standing animation, because that'd tend to look a bit out of place due to how few similar animations were done in that release.
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