Art required for freeciv proper (2.5)

Contribute, display and discuss art and tilesets for use in Freeciv here.
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JTN
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Re: Art required for freeciv proper (2.5 & 2.6)

Postby JTN » Thu Jan 01, 2015 1:00 pm

Claws, teeth, eyes, that's all good.

Here's my attempt at my eyes idea.
eyes-only-large.png
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eyes-only-shield-large.png
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eyes-only.png
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eyes-only-shield.png
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GriffonSpade
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Re: Art required for freeciv proper (2.5 & 2.6)

Postby GriffonSpade » Thu Jan 01, 2015 9:31 pm

JTN wrote:Claws, teeth, eyes, that's all good.

Here's my attempt at my eyes idea.[/attachment]

Oh, that /DOES/ look nice, JTN (With the exception of the small shield one, but that's just because it's so small.)
It certainly conveys the sense that this unit is dangerous, and the white on black standard for barbarians.
Now you just need to make them auto-attack any nearby units and give them partial-invis, lol.

The Square Cow
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Re: Art required for freeciv proper (2.5 & 2.6)

Postby The Square Cow » Thu Jan 01, 2015 10:06 pm

I like JTN's art as well, and would favour it over mine. I like how the shield graphics are suggestive of heads.

cazfi
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Re: Art required for freeciv proper (2.5 & 2.6)

Postby cazfi » Fri Jan 02, 2015 7:57 pm

Temple of Artemis with better licensing terms for us: http://commons.wikimedia.org/wiki/File: ... rtemis.jpg

Mausoleum. Wikimedia licensing lists this as only 70+ years from the author's death, but it's the same author, and made same year, as Temple of Artemis and Statue of Zeus, and the file info states that it's 100+ years: http://commons.wikimedia.org/wiki/File: ... nassus.jpg

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Re: Art required for freeciv proper

Postby cazfi » Fri Jan 09, 2015 8:39 pm

pepeto wrote:There will be a need of sprites for goto paths:
  • goto turn number don't have real sprite currently;
  • Need also sprites for goto turn number with exhausted moves points;
  • Needed graphics for waypoints.

See patch #5233.


This has now been postponed to 3.0

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Arbogast
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Re: Art required for freeciv proper (2.5 & 2.6)

Postby Arbogast » Sat Jan 10, 2015 2:59 pm

I found this rather nice picture of the Tomb of Mausolus. Unluckily, I can no longer convert or create graphics. But Someone will take shot at it.
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Re: Art required for freeciv proper (2.5 & 2.6)

Postby cazfi » Wed Jan 14, 2015 12:04 am

Arbogast wrote:I found this rather nice picture of the Tomb of Mausolus.

Where from? Which kind of licensing it has?

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Arbogast
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Re: Art required for freeciv proper (2.5 & 2.6)

Postby Arbogast » Wed Jan 14, 2015 2:45 pm

It's from "wondersoftheworld.net" and it's copyrighted. Darn. Sorry

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GriffonSpade
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Re: Art required for freeciv proper (2.5 & 2.6)

Postby GriffonSpade » Sun Jan 25, 2015 10:53 pm

Oh! I just realized that while I put them in a2h, I hadn't dropped them here by themselves yet.
Aluminum from amplio iron
Uranium from amplio gold
Saltpeter from amplio coal
Elephant from Architetto Francesco (Public Domain)
strategic.png
strategic.png (7.56 KiB) Viewed 5935 times



Airfield and Airbase from amplio airbase (slightly tweaked both to fit better with the fortress, in case they're used together)
Trench from amplio fortress (others are amplio identical)
bases.png

cazfi
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Re: Art required for freeciv proper

Postby cazfi » Mon Jan 26, 2015 7:03 am

cazfi wrote:
pepeto wrote:There will be a need of sprites for goto paths:
  • goto turn number don't have real sprite currently;
  • Need also sprites for goto turn number with exhausted moves points;
  • Needed graphics for waypoints.

See patch #5233.


This has now been postponed to 3.0


And now 2.6 is the target release again. Sorry about this going back and forth (it'll come some day anyway, so making the art wouldn't be wasted effort no matter what's the final target release)