new FreeCiv mod development - NExtended

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ngunjaca
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Re: new FreeCiv mod development - NExtended

Postby ngunjaca » Sat Feb 18, 2017 12:21 pm

Forge
Image

and a Workshop
Image

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GriffonSpade
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Re: new FreeCiv mod development - NExtended

Postby GriffonSpade » Tue Feb 21, 2017 10:19 pm

The only thing I find odd is that the Library appears to be the INSIDE of a building. It doesn't really fit with everything else.

ngunjaca
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Re: new FreeCiv mod development - NExtended

Postby ngunjaca » Tue Feb 21, 2017 10:48 pm

I know Griffonspade... but when i was brainstoriming and designing the graphic I just liked the interrior to be much nicer than the exterrior version. It doesnt fit into the ancient era and is an interrior, maybe I change it later

ngunjaca
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Re: new FreeCiv mod development - NExtended

Postby ngunjaca » Thu Sep 14, 2017 8:34 am

Here are some new building graphics for everyone to use:
Port
Image
Garden
Image

Caedo
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Re: new FreeCiv mod development - NExtended

Postby Caedo » Thu Sep 14, 2017 11:09 am

Oh hey, N is back! I had already been wondering where you'd gone off to.
How exactly are you making these look so good?

ngunjaca
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Re: new FreeCiv mod development - NExtended

Postby ngunjaca » Thu Sep 14, 2017 11:40 am

Those are actual real 3d renders (done in MODO Indie) with slight postprocessing in GIMP.
Basically, everything is 3d modeled.
Here is a wireframe of the port:
Image

After you model it, apply materials, do some simple lighting, render and voila ... something pops out :) I always render some other layers except colors and shading (like ambient occlusion, material ID, incidence angles etc...). I use these additional layers in GIMP for giving the images some more interesting looks. Do some color correction to get the tone and atmosphere I am going for and that is basically the whole process.

It is not hard it is just time consuming and I do not have much time to spare.
But, one thing is sure, I do not plan on giving up the GFX work for Freeciv, I am doing it now for so long (since 2014) that it has become a life style :)

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dunnoob
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Re: new FreeCiv mod development - NExtended

Postby dunnoob » Thu Sep 14, 2017 5:16 pm

ngunjaca wrote:Here are some new building graphics
Thanks, copied to the Wiki, collected in category:NExtended. For three images I removed your WIP0x indicator, and for the new theatre I overwrote the old A_Theatre.png. Holler if that is not as it should be, it's easy to undo (= revert) the overwrite, and upload a separate NExtended_theatre.png.

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JTN
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Re: new FreeCiv mod development - NExtended

Postby JTN » Mon Sep 25, 2017 11:33 pm

I don't seem to have said it already, so: these are so good!

Would you be willing to share the 3D models used to generate the bitmaps?

I would love to see a standard building set based on these in Freeciv proper, but there's obviously a massive amount of work left to cover the rest of the buildings and I realise your priority is likely the buildings in the NExtended ruleset.

I'm sure opengameart.org would benefit from the renders and/or models too.

I've included some of the units from earlier in the thread in my index of stuff to possibly take into the standard distribution (see new thread).

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vodot
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Re: new FreeCiv mod development - NExtended

Postby vodot » Wed Jul 11, 2018 2:06 pm

ngunjaca, this work is just terrific! What an effort.

My big mod is an expansion of the other half of the tech tree & unit list, from mostly the middle-ages onward with a heavy focus on the industrial and atomic ages (though it has a couple ancient additions ala slingers)- it would be interesting to see if they can play nice together. Now that would be one epic tech tree (and unit count!). I've recently migrated it to 2.6, which means I would have to do the same to yours in order to splunch them. Hm.