Art required for freeciv proper (2.6)

Contribute, display and discuss art and tilesets for use in Freeciv here.
cazfi
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Re: Art required for freeciv proper (2.6)

Postby cazfi » Tue May 03, 2016 8:22 pm

civ2civ3 ruleset is about to get "Forbidden Palace" building. That will require gfx on both buildings sets: patch #7187.

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JTN
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Re: Art required for freeciv proper (2.6)

Postby JTN » Sun May 22, 2016 1:05 am

cazfi wrote:civ2civ3 ruleset is about to get "Forbidden Palace" building. That will require gfx on both buildings sets: patch #7187.

We've decided to call this the Ecclesiastical Palace instead.

bard
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Re: Art required for freeciv proper (2.6)

Postby bard » Wed Apr 12, 2017 6:57 pm

I made this gfx for the ecclesiastical palace, although I'm not sure if someone who does not know the building would recognize it as a "palace", but I did not find any better source image. I uploaded it to the related gnu issue.
Public Domain image by Sonorama (https://commons.wikimedia.org/wiki/File ... Palace.JPG)
Attachments
potala_palace_building.png
Building
potala_palace_building.png (5.82 KiB) Viewed 1086 times
potala_palace.png
Wonder
potala_palace.png (5.23 KiB) Viewed 1302 times
Last edited by bard on Fri Apr 28, 2017 7:36 pm, edited 1 time in total.

bard
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Re: Art required for freeciv proper (2.6)

Postby bard » Tue Apr 18, 2017 8:10 am

I have added some extra resources to amplio/ampio2 tileset, that might be useful for future releases, now that a goods based trade is available in freeciv.

I included all the big resources from amplio2, plus some strategic resources made by GriffonSpade for AmplioHexBig (rubber, saltpeter, aluminum). My only changes were the color of the aluminum, and the alignment of the animal resources (game, buffalo, deer), so they look better when there are units in the same tile (I point it in case GriffonSpade is interested to import those changes into amplio2).
I included most small resources from amplio, except the whales, seals, and buffalo (that I used the ones from amplio2, but smaller, or without shadows).

These new ones were made by me from pixabay images:
- INCENSE: CC0 image by Roro21
https://pixabay.com/en/smoke-smell-burn ... gy-892679/
- CRAB: CC0 image by xu_ming
https://pixabay.com/en/crab-marine-seafood-332103/
- TEA: CC0 image by qiye
https://pixabay.com/en/china-nanjing-home-6407/
- CATTLE: CC0 image by Clker
https://pixabay.com/en/cow-animal-farm- ... ure-48424/
- URANIUM: Public domain image
https://commons.wikimedia.org/wiki/File ... uselang=es

These ones from opengameart pixelart:
- HORSE: GPL2 by bluecarrot16
http://opengameart.org/content/lpc-horses
- MARBLE: CC0 by patvanmackelberg
https://opengameart.org/content/forest- ... meexp-orbs

These ones were copied from a GPL2 mod for Freecol made by hutzli (included in the official release):
- CORN, COTTON, TOBACCO, SUGAR:
http://www.freecol.org/news/freecol-0.9.3-released.html

...It is really hard to get source images with appropriate licenses for freeciv, and I don't really have artistic skills (except many hours painting miniatures :D ) to create my own icons, but I think the result might be good enough to be used by some of the current tilesets. Anyway, I'll include them in my next civ2civ3 modpack.
Attachments
terrain_resources_GPL2.png

GriffonSpade
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Re: Art required for freeciv proper (2.6)

Postby GriffonSpade » Tue Apr 18, 2017 8:35 pm

Hmm, that marble looks pretty good. Some of them look a bit off, or need outline softening for the larger tilesets, though.

bard
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Re: Art required for freeciv proper (2.6)

Postby bard » Wed Apr 19, 2017 9:27 pm

GriffonSpade wrote:Hmm, that marble looks pretty good. Some of them look a bit off, or need outline softening for the larger tilesets, though.

I selected the new resources mainly to match the small icons from Amplio, I agree they might not fit well enough with Amplio2.

GriffonSpade, I have seen you made gfx for a "canal" road for your hex tileset that looks great. Did you make a version for Amplio2? If so, where can I find it? I would like to include this feature in my civ2civ3 modpack.
I have also added a new government "Fascism", and I'd like to make the gfx, but I can't find a void icon (without any symbol) to use as base. When you made the icons for the other governments (tribal, federation), which gfx did you use as base? could you share it with me?

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Re: Art required for freeciv proper (2.6)

Postby GriffonSpade » Thu Apr 20, 2017 11:36 pm

http://forum.freeciv.org/f/viewtopic.php?f=12&t=384&p=2282&hilit=canal#p2282

The background actually came from the specialists background, most of which I was able to composite together. You may want to slightly retouch the center area to your liking (for example, making it all one solid color)

small2.png

bard
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Re: Art required for freeciv proper (2.6)

Postby bard » Wed Apr 26, 2017 7:53 am

That's what I was looking for. Thank you very much.
At the end I used the background of fundamentalism as base to make my icon for fascism:
Attachments
governments.png
fascism-v2
governments.png (6.21 KiB) Viewed 1018 times

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VladimirSlavik
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Re: Art required for freeciv proper (2.6)

Postby VladimirSlavik » Fri Jun 02, 2017 12:40 pm

Now that the wanted art lists previously available at gna.org are lost, can they be somehow reconstructed and put here?

cazfi
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Re: Art required for freeciv proper (2.6)

Postby cazfi » Sat Jun 03, 2017 9:45 am

VladimirSlavik wrote:Now that the wanted art lists previously available at gna.org are lost, can they be somehow reconstructed and put here?

You can see tickets of "Status" "open" and "Category" "Art" from:
http://www.hostedredmine.com/projects/f ... filter=1&f[]=status_id&op[status_id]=o&f[]=category_id&op[category_id]=%3D&v[category_id][]=20394&f[]=&c[]=tracker&c[]=status&c[]=priority&c[]=subject&c[]=assigned_to&c[]=updated_on&c[]=category&group_by=&t[]=

There's not (yet?) per-version art metatickets like we had in gna.org created.