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Re: The Citadel V19 (Pg1+20) [I,Gp,Gr] XML Written

Posted: Fri Jun 27, 2008 9:18 pm
by RjBeals
AndyDufresne wrote:Agreed. **Weeps for trees.** ;) (Wonderful use of double e's, yes?)


--Andy


What? You prefer those green and red blobs to these treees?

Re: The Citadel V19 (Pg1+20) [I,Gp,Gr] XML Written

Posted: Fri Jun 27, 2008 9:22 pm
by ZeakCytho
RjBeals wrote:1px looks much better - i even think the sidewalks should go down to 1px also so they are not so bold.


I agree with that. And I agree with Andy that something can be done to make the trees better...I really can't put my finger on what I don't like, but I don't like them. They seem really blurry right now, and the perspective is really throwing me off.

Re: The Citadel V19 (Pg1+20) [I,Gp,Gr] XML Written

Posted: Fri Jun 27, 2008 9:40 pm
by AndyDufresne
RjBeals wrote:
AndyDufresne wrote:Agreed. **Weeps for trees.** ;) (Wonderful use of double e's, yes?)


--Andy


What? You prefer those green and red blobs to these treees?


Oh no, I despise those and these with the same gusto. :)


--Andy

Re: The Citadel V19 (Pg1+20) [I,Gp,Gr] XML Written

Posted: Fri Jun 27, 2008 10:15 pm
by TaCktiX
I can fix the centering issues easily, and I can also fix the 1px easily. Since most people are perfectly fine with the trees (including me), they're not changing. Weep all you want.

Re: The Citadel V19 (Pg1+20) [I,Gp,Gr] XML Written

Posted: Sat Jun 28, 2008 9:32 am
by gimil
Perhaps putting opacity to 5-10% will help the trees sit a little better on the map. I like the trees but now that I think about it they stand out a little to much on the light coloured grass.

Re: The Citadel V19 (Pg1+20) [I,Gp,Gr] XML Written

Posted: Sat Jun 28, 2008 11:14 am
by Ditocoaf
The trees are viewed from the side, yet the buildings are viewed from straight above?

It gives me a headache. :(

Re: The Citadel V19 (Pg1+20) [I,Gp,Gr] XML Written

Posted: Sat Jun 28, 2008 11:26 am
by gimil
Ditocoaf wrote:The trees are viewed from the side, yet the buildings are viewed from straight above?

It gives me a headache. :(


Maybe jsut take the wood out the tree and it will look more top down?

Re: The Citadel V19 (Pg1+20) [I,Gp,Gr] XML Written

Posted: Sat Jun 28, 2008 11:41 am
by grayhawke
I think top-down looks better -

Image

Re: The Citadel V19 (Pg1+20) [I,Gp,Gr] XML Written

Posted: Sat Jun 28, 2008 11:47 am
by gimil
grayhawke wrote:I think top-down looks better -

Image


I think that could work, what say you tack?

Re: The Citadel V19 (Pg1+20) [I,Gp,Gr] XML Written

Posted: Sat Jun 28, 2008 12:36 pm
by TaCktiX
That begs the question "how'd you do that?" I'm not kidding when I don't know what else to do.

Re: The Citadel V19 (Pg1+20) [I,Gp,Gr] XML Written

Posted: Sat Jun 28, 2008 3:27 pm
by grayhawke
TaCktiX wrote:That begs the question "how'd you do that?" I'm not kidding when I don't know what else to do.

I made this tree graphic Image, starting with a grey-scale gimp brush to which I applied a colour gradient and a gimp texture then finally changing some pixels. I then pasted and arranged copies of this graphic to produce the top-down illustration postedd above.

Re: The Citadel V19 (Pg1+20) [I,Gp,Gr] XML Written

Posted: Sat Jun 28, 2008 5:18 pm
by ZeakCytho
I like those trees. Did you decide what to do with the sidewalk borders, Tac?

Re: The Citadel V19 (Pg1+20) [I,Gp,Gr] XML Written

Posted: Sat Jun 28, 2008 8:07 pm
by DiM
TaCktiX wrote:That begs the question "how'd you do that?" I'm not kidding when I don't know what else to do.


not sure if this works with gimp but it should at least give you a general idea:

DiM wrote:never underestimate the power of personalized brushes. create a shape of how you think a tree looks from above. let's say a star shape. now take that brush and set the background and foreground to 2 foliage colours (dark green and yellowy green) then do the following:

shape dynamics>
> size jitter 100%
> minimum diameter 0%
> angle jitter 0%
> roundness jitter 68%
> min roundness 25%


scatter> adjust as you please dependng on what you need

colour dynamics>
>fore/back 100%
> saturation 50%
the rest at 0%

and check smoothing.

then go ahead and paint what you need adjusting the brush size according to the height of the viewpoint.

after you paint put on some drop shadow and even bevel if it suits your need. but keep the bevel at a minimum.

here's a quick example. i didn't bother making a custom shape so i used a flower one. it looks rather bad on large trees but it works for small ones as the details are hard to spot.

Image

and here's the file http://www.sendspace.com/file/9g965g


Re: The Citadel V19 (Pg1+20) [I,Gp,Gr] XML Written

Posted: Sat Jun 28, 2008 8:22 pm
by TaCktiX
I did exactly that twice, with the previous 2 iterations of trees. People didn't like the results. The present one I will be slightly modifying to force the top-down perspective. I'm not exactly interested in copying grayhawke's trees, as they have far too much clarity for the true-scale trees seen from a few hundred feet in the air (perspective of campus).

Re: The Citadel V19 (Pg1+20) [I,Gp,Gr] XML Written

Posted: Sat Jun 28, 2008 8:43 pm
by DiM
TaCktiX wrote:I did exactly that twice, with the previous 2 iterations of trees. People didn't like the results. The present one I will be slightly modifying to force the top-down perspective. I'm not exactly interested in copying grayhawke's trees, as they have far too much clarity for the true-scale trees seen from a few hundred feet in the air (perspective of campus).



the only top down trees i saw were in v15 but those weren't looking like trees, more like green blobs of alien goo :lol:

Re: The Citadel V19 (Pg1+20) [I,Gp,Gr] XML Written

Posted: Sun Jun 29, 2008 1:16 am
by Ditocoaf
TaCktiX wrote:I did exactly that twice, with the previous 2 iterations of trees. People didn't like the results. The present one I will be slightly modifying to force the top-down perspective. I'm not exactly interested in copying grayhawke's trees, as they have far too much clarity for the true-scale trees seen from a few hundred feet in the air (perspective of campus).

but the crosswalks, for instance, are perfectly clear and sharp.

Re: The Citadel V19 (Pg1+20) [I,Gp,Gr] XML Written

Posted: Sun Jun 29, 2008 2:29 am
by TaCktiX
Because they are required for the map's gameplay. With exception to crosswalks in the corners (Capers/Museum, Jenkins/Canteen, McAlister/LeTellier, Duckett/Battery), none of them exist.

Re: The Citadel V19 (Pg1+20) [I,Gp,Gr] XML Written

Posted: Sun Jun 29, 2008 2:38 pm
by RjBeals
gimil wrote:
grayhawke wrote:I think top-down looks better -

Image


I think that could work, what say you tack?


This looks promising. I see the need for top-down view.

Re: The Citadel V19 (Pg1+20) [I,Gp,Gr] XML Written

Posted: Thu Jul 03, 2008 1:56 am
by TaCktiX
I'm presently working on a tree solution, but general demotivation about having to redo the trees from scratch is making it a procrastination-fest. Version 20 should be out by the end of the weekend regardless.

Re: The Citadel V19 (Pg1+20) [I,Gp,Gr] XML Written

Posted: Mon Jul 07, 2008 3:47 am
by TaCktiX
Version 20

Updates:
- Redid the trees again (and if you complain about these, you need to be taken out behind the shed and shot)
- Centered Bond and Mark Clark Halls
- 1Pxed the attack routes on the Large
- Fixed the attack route examples on the Large

Small version (600x461)
Image
Large version (700x538)
[bigimg]http://img154.imageshack.us/img154/2498/thecitadelljr1.jpg[/bigimg]

Point of Discussion:
Is this Forge-worthy? If not, why?

Re: The Citadel V20 (Pg1+22) [I,Gp,Gr] XML Written

Posted: Mon Jul 07, 2008 3:50 am
by ZeakCytho
This seems ready for the final forge to me :D

Re: The Citadel V20 (Pg1+22) [I,Gp,Gr] XML Written

Posted: Mon Jul 07, 2008 1:30 pm
by Mjinga
=D> Lovely job on the trees! I especially like the ones by F-troop and Jenkins Hall.

I think it's forge-worthy.

Re: The Citadel V20 (Pg1+22) [I,Gp,Gr] XML Written

Posted: Tue Jul 08, 2008 4:52 am
by yeti_c
I'm not sure I like the legend grey next to the pathway grey... is there any need for them to be a different colour?

C.

Re: The Citadel V20 (Pg1+22) [I,Gp,Gr] XML Written

Posted: Tue Jul 08, 2008 10:57 am
by TaCktiX
Side effect of me adding the minimap in there. The asphalt down there is a duplicate of the shade around the rest of the map, whilst the other gray is a 50% saturated with black white (dark gray, i.e.). Crafting a fix to that shouldn't be that hard, and can be done in the Forge with ease.

Re: The Citadel V20 (Pg1+22) [I,Gp,Gr] XML Written

Posted: Tue Jul 08, 2008 12:45 pm
by laci_mae
yeti_c wrote:I'm not sure I like the legend grey next to the pathway grey... is there any need for them to be a different colour?

C.


Nice update overall! Love the new trees. I would like to see the legend background match the parking lot/sidewalk surface as well. Also, can the box behind RJ's name be the darker gray road color?

LMR