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Re: Antietam Terrain Mod
Posted: Wed Jan 03, 2018 1:39 pm
by Jolly
soon ...
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Re: Antietam Terrain Mod
Posted: Thu Jan 04, 2018 9:53 am
by Jolly
Old Man River getting in on the act, also getting some nice field/grass shading.
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Re: Antietam Terrain Mod
Posted: Thu Jan 04, 2018 12:31 pm
by Jolly
A calmer place!
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Re: Antietam Terrain Mod
Posted: Sun Jan 07, 2018 10:37 am
by Jolly
Not far off now
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David(jolly)
Re: Antietam Terrain Mod
Posted: Thu Jan 11, 2018 12:49 pm
by Jolly
Yep, another game grab of this work.
Sorry it's taking some time, but I keep figuring out new stuff to try and improve things, along with some problems trying to get the building flames to appear!
Things are not so far off on the environment graphics now though.
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David(jolly)
Re: Antietam Terrain Mod
Posted: Thu Jan 11, 2018 3:05 pm
by Crikey
Very nice work again, Jolly.
While you're at it you might want to check the movement & fatigue rates for fences in the stock Antietam map.csv. If memory serves, one of these was too high and penalised movement excessively. Compare values between GB & Ant to check..
I may be misremembering of course.
B)
Re: Antietam Terrain Mod
Posted: Fri Jan 12, 2018 12:52 pm
by Jolly
Cornfield carnage ....
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Re: Antietam Terrain Mod
Posted: Fri Jan 12, 2018 10:03 pm
by chemkid
dear jolly, i have to say: great work, mate!!!
could you, if it's not to much, give some insights and/or details of your workflow and tools you use to update these graphics - maybe you have a link to an older post detailing this (i couldn't find anything...)?
i mean, this looks like 3d content creation still it's mostly the 2d sprites your res-upping, right?
...so, i'd guess it's mostly photoshop work but still... :huh:
when you write about making flames appear are you also tweaking the engine (e.g. coding/scripting)?
i'd really like to see you work - like a short screen-capture showing you doing your magic!
thanks for reading, best regards,
chem!
Re: Antietam Terrain Mod
Posted: Sat Jan 13, 2018 9:09 am
by Jolly
Thanks for the really nice words chem!
I do use Photoshop CS5.1 for all the graphics work. Also Max 2012 for any 3d building texture mapping (I've only done building texture mapping on SOW Waterloo though).
I've upped the res on some of the terrain textures contained in the LSL files, being careful not to increase the file size too much when repacked, which can take a memory hit and crash if too large.
Regarding the flames issue, that's a bit complex, nothing to do with coding but with file structure/editing within the game (some of these files are in the SDK download which also contains a guide to such things).
I use LibEdit to extract LSL files and LStudio to configure and re-pack them after working on them in Photoshop.
I hope this helps a little - you 'just' have to get used to what does what and where it goes!
That sounds even more confusing!
Cheers,
David(jolly)
Re: Antietam Terrain Mod
Posted: Sun Jan 14, 2018 1:05 pm
by Jolly
A country lane ....
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