A story of endless redoing.
The short answer to the question is fairly simple: Only months ago Seek found a new set of flora that we like, along with adding a few new props, so there wasn't much point to showing progress that would simply not represent reality. As such we've been reworking and redoing old scenes to fit our quality standards, which takes plenty of time. Personally I also have the annoying habbit of doing most of one scene, starting another one, then getting back to detailing the first one at some point in the future. Personally I've been busy with university and as tedious as assignments get, scening is sometimes even worse. More on that in the next section, but worry not, pictures are coming.
How does scening in Warband work anyway?
This section briefly discusses how scening is actually, mechanically done in Warband and why it's a chore. Feel free to skip to the picture section below if you aren't interested.
The first step is a terrain code, which determines the terrain type and shape, places a river and puts down random flora that gets in the way later. The terrain is made up out of polygons, the vertices (line crossing points) can be edited, causing the blocky looking terrain visible in some scenes. To add annoyance to a design challenge, the polygons aren't regular in shape, which leads to fun times with terrain painting as a road can go from perfectly straight to having jagged edges as a result of the polygons turning.
The perceptive ones among you will notice that pictured are 4 modified terrain nodes. The overall effect is a diamond pattern grid.
Next up are scene props, which have been sought out far and wide for RaW purposes. Rome wasn't built out of medieval houses after all. Props have position and scale, both of which can be edited to something along the lines of the 7th decimal, and of course rotation, which has to be eyeballed. There's no snapping or brushes, so every tree, bush, wall piece etc. has to be placed with extreme care to avoid misalignment. The final part is the AI mesh, made out of squares or triangles manipulated over every walkable surface. Essentially doubling or tripling the amount of fine tuning for every single prop, though trees rarely cause issues.
As you can see, the benches aren't big enough to be worth meshing around.
The part you've all been waiting. Pictures! (will be updated with more in the future, as soon as I sort out my files)
A Greek village.
The short answer to the question is fairly simple: Only months ago Seek found a new set of flora that we like, along with adding a few new props, so there wasn't much point to showing progress that would simply not represent reality. As such we've been reworking and redoing old scenes to fit our quality standards, which takes plenty of time. Personally I also have the annoying habbit of doing most of one scene, starting another one, then getting back to detailing the first one at some point in the future. Personally I've been busy with university and as tedious as assignments get, scening is sometimes even worse. More on that in the next section, but worry not, pictures are coming.
How does scening in Warband work anyway?
This section briefly discusses how scening is actually, mechanically done in Warband and why it's a chore. Feel free to skip to the picture section below if you aren't interested.
The first step is a terrain code, which determines the terrain type and shape, places a river and puts down random flora that gets in the way later. The terrain is made up out of polygons, the vertices (line crossing points) can be edited, causing the blocky looking terrain visible in some scenes. To add annoyance to a design challenge, the polygons aren't regular in shape, which leads to fun times with terrain painting as a road can go from perfectly straight to having jagged edges as a result of the polygons turning.
Next up are scene props, which have been sought out far and wide for RaW purposes. Rome wasn't built out of medieval houses after all. Props have position and scale, both of which can be edited to something along the lines of the 7th decimal, and of course rotation, which has to be eyeballed. There's no snapping or brushes, so every tree, bush, wall piece etc. has to be placed with extreme care to avoid misalignment. The final part is the AI mesh, made out of squares or triangles manipulated over every walkable surface. Essentially doubling or tripling the amount of fine tuning for every single prop, though trees rarely cause issues.
The part you've all been waiting. Pictures! (will be updated with more in the future, as soon as I sort out my files)
A Greek village.