The "Lets get ready the rooms models" topic

Re: The "Lets get ready the rooms models" topic

Postby Danimal » 01 Oct 2014, 13:35

I decided to go for the graveyard next; its looking more solemn than i initially wanted, waht do you think?, should i just made a dirt ground with some wooden crosses? wall models are the only missing
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 01 Oct 2014, 22:21

Hey :)

The models look awesome. Yet, you're right, I think adding grass could help since the room is now more looking like a mausoleum. But maybe it is the desired effect?

Also, what would you like to put on walls?

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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 01 Oct 2014, 22:52

I tried dirt and other combinations but the effect was bad, it looked awful from afar and tiled a lot. But truthfully, dont all diablesque games have cript/mausoleum like rooms? a common graveyard doesnt fit too well underground..., but cripts are not that out of place underground. We could sell it when we present the room as a matter of evil pride? "No dungeon is complete without sarcophafus made of the finest marble, so your victims can rot to the bone in full fashion and luxury" :cool:

The wall models would be a stone high celtic cross and an angel statue i have to retopologize to be used.
http://www.blendswap.com/blends/view/60795 (wont look as good after retopo, but it will still be nice)
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 01 Oct 2014, 23:22

I'll be honest, the mausoleum effect is completely fine to me. :)

And as you said, underground there is no such thing as a graveyard, but rather crypts and the like. So all for the better. :)

The walls objects will look nice IMHO. :)

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Re: The "Lets get ready the rooms models" topic

Postby hwoarangmy » 02 Oct 2014, 08:49

The mausoleum looks really fine like this :)
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 13 Oct 2014, 22:17

I saw that you still use the textures with problems in the normal release (normal mapped), please overwrite them with this neutralized ones; they will look better, at least until normals are working again. ;)
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 13 Oct 2014, 22:28

Ok, will happen asap. :)
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 13 Oct 2014, 22:31

Should be part of the latest PR.
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 05 Nov 2014, 17:16

Small graphic fix, i just made the training roller machine smaller.
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Re: The "Lets get ready the rooms models" topic

Postby hwoarangmy » 05 Nov 2014, 17:31

Issue created
https://github.com/OpenDungeons/OpenDungeons/issues/286

Moreover, have you finished the graveyard ? It seems already nice on the picture. And it would allow to build more rooms (and to make more constraints on creature spawning) :)
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 05 Nov 2014, 17:34

Lol, we're spamming with issues. XD The issue 287 is about the Training dummy, the 286 about the boulder trap.
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 05 Nov 2014, 23:29

wall cross is almost ready, wall angel will take some time since i have to retopo and learn how to retopo while doing it :lol:
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 06 Nov 2014, 00:26

I know this might sound annoying but, just in case, we should avoid christian crosses in the game and other religion specifics. Good luck for the retopo ;)
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 06 Nov 2014, 00:41

Uhmmmmmm:

http://opengameart.org/content/celtic-cross

Is it really such a taboo? what about the angel then? cant say ill be sad not having to work on it.
What should i put on the walls then?
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Re: The "Lets get ready the rooms models" topic

Postby Akien » 06 Nov 2014, 09:19

Bertram {l Wrote}:I know this might sound annoying but, just in case, we should avoid christian crosses in the game and other religion specifics. Good luck for the retopo ;)


Though I generally agree, I think we should not be too strict about this. We should avoid "subliminal" religious symbols in our GUI layout ;-) but in a graveyard, I think some religious elements are part of the common folkore and of what defines a good and creepy graveyard.

Now we can try to design some shapes that look graveyard-ish and would not be crossed I guess, but it will require more imagination and skill to make it feel like a graveyard. Then, granted, there is no real reason daemons and kobolds should be Chrisitian and bury their dead under crosses ;-)
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Re: The "Lets get ready the rooms models" topic

Postby eugeneloza » 06 Nov 2014, 09:30

I personally don't think anybody would be offended by a cross in a graveyard. I like that one.
But in case, maybe these proposals would be of use: granite statues & dusty wall niches. Created quite a mood for elder scrolls. Or even a 'general' dragon-style graveyard.
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 06 Nov 2014, 11:30

ill settle for non religious statues then.
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 06 Nov 2014, 11:37

Hey there,

For the record, I don't want to look like defending or subduing a religion or another. I know it can be a sensitive subject, but here my point is to stay rather religionless, without being paranoid, of course. :)

Danimal {l Wrote}:ill settle for non religious statues then.

Seems good to me. :) Note that I wouldn't use Angel statues, not because it's linked to religion, but rather because, as hwoarangmy said, Evil Keepers don't bury their dead under angel statues, and they don't care about angels until they have to fight them, IMHO. ;)

If one day, we have a full Hero faction with specific models for their rooms, then indeed their graveyard should use angel statues and such in that case. :)

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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 08 Nov 2014, 18:53

The "Cript" is ready :cool:

The pic is from a remoded library, so its missing the second statue, which i wont tolerate leaving out! :D (lol the king on his "throne");

Im also including the cross in the pack; its your choice if to add it or not.

Now for credits:

Textures by yughues CC0
Stone coffin by yughues CC0

Cross By Danimal CC-BY-SA
Knigth Coffin, Statue and Statue2 by YD CC0
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Re: The "Lets get ready the rooms models" topic

Postby hwoarangmy » 08 Nov 2014, 21:16

They are very nice ^^
Since Bertram wanted to have his word on the cross, I will let him integrate all that ^^
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Re: The "Lets get ready the rooms models" topic

Postby charlie » 10 Nov 2014, 08:15

Crossing a cross Bertram with a cross? You must be out of your crossing mind..... :D
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 10 Nov 2014, 17:57

Core rooms:
Dormitory - Tile done, news beds incoming thanks to Eugeneloza
Library - DONE
Farm - DONE
Training hall - DONE
Treasure room - DONE
Forge- DONE
Cript - DONE

Guard room - TODO
Prison - TODO
Torture room - TODO

What do you think i should do next?
- New cannon model
- New poison trap
- New portal
- More beds!
- Rooms of course!
- Where the hell are the new creatures models?!

So much to do, so little time :twisted:

Hmroway, is the chicken logic too expensive? i was thinking it would be very cool to have lil spiders wandering on the cript and rats on the prison, just for show (not food!)
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Re: The "Lets get ready the rooms models" topic

Postby hwoarangmy » 10 Nov 2014, 22:17

Danimal {l Wrote}:Hmroway, is the chicken logic too expensive? i was thinking it would be very cool to have lil spiders wandering on the cript and rats on the prison, just for show (not food!)
No, it can be done easily
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 10 Nov 2014, 23:38

then, we can use the old spider model which is really low poly for that, and add that little bit to the Cript to make it creepier :cool:

Anyways, i want to speculate a bit about the Cript use:
- Creatures corpses are carried here by kobolds
- only one creature per coffin(active spot) allowed
- each coffin has a random rotting counter (say 30 to 50 seconds) that activates when a creature is deposited in it.
- when the counter reachs zero the coffin is "empty" ready for another corpse and some corpse points are added to the room.
- when enougth corpse points are reached/stored by the room an undead creature appears with a 50/50 chance to be a ghoul or a ghost.
- the corpse points reset after an undead creature has appeared, so you cant get more than one undead at the same time if you rot an specially meaty (hp) creature like the troll, dragon or modified creature.

Unclear points:
- Should corpse points added per rotten creature be equal to his max Hp? the creatures rewarded by the Cript will be specialists and very strong, so you will have to rot, say, 40 spiders to get one or instead just 10 knights. I think its better than just using total quantity of corpses rotted.

- I still want to use the prison as a source of cheap undeads skeletons as opposed to the stronger undeads given by the cript.

- A small chance to get a really powerful undead? 47.5% - ghoul / 47.5% ghost / 5% Sarcophag <- or just make this creature available througth sacrifies combinations at Temple?
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 10 Nov 2014, 23:43

Crossing a cross Bertram with a cross? You must be out of your crossing mind..... :D

:D
No, I'll cross one cross on that. The cross shall be integrated. ;)

Hmroway, is the chicken logic too expensive? i was thinking it would be very cool to have lil spiders wandering on the cript and rats on the prison, just for show (not food!)

What's the problem with eating rats, captured knights do just that in my dungeon... ;P
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