Page 7 of 11

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

Posted: Thu Jan 01, 2015 1:00 pm
by JTN
Claws, teeth, eyes, that's all good.

Here's my attempt at my eyes idea.
eyes-only-large.png
eyes-only-large.png (364 Bytes) Viewed 26007 times
eyes-only-shield-large.png
eyes-only-shield-large.png (392 Bytes) Viewed 26007 times
eyes-only.png
eyes-only.png (316 Bytes) Viewed 26007 times
eyes-only-shield.png
eyes-only-shield.png (290 Bytes) Viewed 26007 times

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

Posted: Thu Jan 01, 2015 9:31 pm
by GriffonSpade
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.

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

Posted: Thu Jan 01, 2015 10:06 pm
by The Square Cow
I like JTN's art as well, and would favour it over mine. I like how the shield graphics are suggestive of heads.

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

Posted: Fri Jan 02, 2015 7:57 pm
by cazfi
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

Re: Art required for freeciv proper

Posted: Fri Jan 09, 2015 8:39 pm
by cazfi
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

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

Posted: Sat Jan 10, 2015 2:59 pm
by Arbogast
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.

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

Posted: Wed Jan 14, 2015 12:04 am
by cazfi
Arbogast wrote:I found this rather nice picture of the Tomb of Mausolus.
Where from? Which kind of licensing it has?

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

Posted: Wed Jan 14, 2015 2:45 pm
by Arbogast
It's from "wondersoftheworld.net" and it's copyrighted. Darn. Sorry

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

Posted: Sun Jan 25, 2015 10:53 pm
by GriffonSpade
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 24211 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

Re: Art required for freeciv proper

Posted: Mon Jan 26, 2015 7:03 am
by cazfi
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)