[Development] - Signatures / Loading & Event Screens / Laws icons (pg7)

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Ok, ok, so you give em an inch, and they want a mile!

lol - so, my mile would be all of the above images with a nightime shot...

Can be with the same images you've already used - just apply something to them to make it appear dark out.

I can even change the color of the menu text to be white or something light colored so that the whole background itself is darker.

One of the things that is true is when you come to a town/village/castle, some things aren't available at night, and your chances of being accosted are greater (but your chances of sneaking in are also better).... as a player, I rarely notice what time of day its supposed to be.  If the menu reflected time of day, (just night vs. day), then it'd be an instantaneous in my face indication to help clue me in to the situation.

Give one a try - and I'll plop it in there and see what it looks like!  But basically, assume that the background should be "night-ish" - dark.. rather than the light-brown, more like a deep rich mahogany or near-black (we'd have to see em to see what looks better).
 
Castle preview

piccastledramug1.jpg


piccastledramug2.jpg


piccastleyruma1.jpg


piccastleyruma2.jpg



@Mordachai

So basically, when you enter a place, you will be able to tell whether is daytime or night, let's just skip the particular time of dawn/dusk which can be roughly assimilated to daytime, otherwise, we have snow, rain, cloud, fog. The multiplier for one single place would be quite numerous.

I'll only then post couple of selected scenes along the way to keep people tracked about the progress, as we talk about a total of 58 towns/castles daytime/nighttime outside/inside = 58x4 = 232 individualized background meshes,
and there are others to be on the pipeline

Ok, let's carry on to make this unique and exclusive to SoD :grin:

Edit: the nighttime image will need to be done separately, the artificial rendering will not be able to reproduce a real nighttime effect. then the text color change to white is mandatory as you would imagine :wink:

 
Couple of new ones sample ( 2 out of 10 castles done till now)
Yes I know still a long road ahead
piccastlederchiosi.jpg


piccastlederchiosin.jpg


piccastlederchioso.jpg


piccastlederchioson.jpg


piccastlejeirbei.jpg


piccastlejeirbein.jpg


piccastlejeirbeo.jpg


piccastlejeirbeon.jpg

 
I really like some of the nighttime ones!

I wonder - I assume you're pre-merging your image with that of the paper?

Maybe we should leave that until the BRF stage, and thence we can play around with different "paper" and affect all of the images at once?

I don't want you to redo anything!!!  This is just a thought I'm throwing out because I don't know the implications, but I wanted you to think about them.  Please don't feel like I am asking for anything different.  But I would like your input on that 1/2 thought?
 
The screen shots are done in the standard way, nothing particular

The post treatment in photoshop, in summary, is first to use the bg2.dds as the working and merging background, on top will be placed one a time the raw screen image, adjust filter/blend/overlay things, and obtain the faded tone in the color range of bg2.dds.

If you talk about creating a filter within BRF which I don't think would be feasible. And despite the process described above, the tweaking parameter will not always stay the same, for time a scene with more white area covered or not would make the parameters changed according to my judging.

And no worry, the post processing is not the most time consuming one, it's more the screen shot, which is trying to find the good spot, get the desired weather/time condition for light/shadow effect and other composition thing. (and travel from one castle to another, not get caught by bandits, yes, I kick out everyone to maximize the on map traveling speed :smile:)

Please feel free to explore with BRF. I can still in parallel pursue my screens snapping, as they are the primary required materials, prior to any post processing means.
 
Excellent.  I fully expect you're right - its better by far to have you do the effects, than to try to get the clunky brf tool to do it.  As long as you have the original screen shots to work from, we can be creative and flexible if we want to do something more with it. :grin:
 
Shjn, awesome work, we're doing something similar for Star Wars Calradia (although not going quite to the detail you did).  :smile:    One small comments is that I think bg2.dds will always be in the background, so you might be able to just save these as a 30% transparency (or something like that), they would automatically get overlayed, and then if you ever wanted to switch the background you could.  anyway, these are very impressive!
 
@SPQR, @HokieBT
Many thanks  :razz:
Great to have modding veterans' feedback

@HokieBT
Thanks for the tip, it would be very useful for the automated fading/washing out effect on the background
The samples that you see (all treatment has been carried prior by photoshop), and the transparent effect is using diffenret light filter according to either day or night situation, plus minor tweak if the scene screen shot has more or less white area, hence the automated option will probably be less visually attractive.
 
Seriously If I won't see those in the next official release of MnB I will be very surprised.

P.S. I put all of those pictures in spoilers so it's easier to browse the page.
 
Shjin's Galery of Art

Strategic Map
picstrategicmap.jpg

Skin for Jed Q Companion Overview
cpov.jpg

Calradia Towns
pictowncuraw.jpg
pictowndhirim.jpg
pictownhalmar.jpg
pictownichamur.jpg
pictownjelkala.jpg
pictownkhudan.jpg
pictownnarra.jpg
pictownpraven.jpg
pictownreyvadin.jpg
pictownrivacheg.jpg
pictownsargoth.jpg
pictownsuno.jpg
pictowntihr.jpg
pictowntulga.jpg
pictownuxkhal.jpg
pictownveluca.jpg
pictownyalen.jpg
pictownwercheg.jpg

Castles
piccastledramug1.jpg
piccastledramug2.jpg
piccastleyruma1.jpg
piccastleyruma2.jpg
pictowncurawnight.jpg
pictownkhudannight.jpg
pictownsargothnight.jpg
pictowntihrnight.jpg
pictownsunonight.jpg
pictownyalennight.jpg
pictownjelkalanight.jpg
pictownvelucanight.jpg
pictownnarranight.jpg
pictownhalmarnight.jpg
pictowntulganight.jpg
pictownichamurnight.jpg
pictownuxkhalnight.jpg
pictownpravennight.jpg
pictowndhirimnight.jpg
pictownwerchegnight.jpg
pictownrivachegnight.jpg
pictownreyvadinnight.jpg
piccastlederchiosi.jpg
piccastlederchiosin.jpg
piccastlederchioso.jpg
piccastlederchioson.jpg
piccastlejeirbei.jpg
piccastlejeirbein.jpg
piccastlejeirbeo.jpg
piccastlejeirbeon.jpg
piccastleryibeletin.jpg
piccastlehrusi.jpg
piccastlechalbekin.jpg
piccastlecurini.jpg
piccastlejelbegiin.jpg
piccastlenelagi.jpg
piccastletulbukin.jpg
piccastlesenuzgdai.jpg
piccastleergellonin.jpg
piccastleharingothi.jpg
piccastlemarasin.jpg
piccastleasugani.jpg

Various Loading Screens

Loading Screens
picmbwarrior2.jpg
sodloadscreendraft1.jpg
sodloadscreen5.jpg
sodloadscreen6.jpg
sodloadscreen7.jpg
sodloadscreen4.jpg
sodloadscreen1.jpg
sodloadscreencredit.jpg
sodloadscreen3.jpg
sodloadingscreen1024x10.jpg
sodloadingscreen1024x10.jpg

Sword of Damocles Signatures

Signatures
sodbannerslideshow160wi.gif

signaturesodversion2copct3.jpg

signaturesodversion3copac6.jpg

signaturesodversion4copxo2.jpg

signaturesodversion8cophm5.jpg

signaturesodversion4copxo2.jpg
 
vonmistont 说:
Seriously If I won't see those in the next official release of MnB I will be very surprised.

P.S. I put all of those pictures in spoilers so it's easier to browse the page.

Thanks a lot
Indeed it can take a while for people to refresh the screens and only want to see new input :grin:
 
vonmistont 说:
Seriously If I won't see those in the next official release of MnB I will be very surprised.

yeah, you should sent the devs a PM about these.  at the minimum you guys may want to think about an OSP Pack or stand-alone Native Add-on, they are that impressive!    I had always wanted to do an OSP module system or native release, where we integrate stuff like this, autoloot, shield bash, color coded messages, troop ratio bar, the duel kits, etc, but just haven't had the time to try and integrate everything.....  :sad:
 
HokieBT 说:
yeah, you should sent the devs a PM about these.  at the minimum you guys may want to think about an OSP Pack or stand-alone Native Add-on, they are that impressive!    I had always wanted to do an OSP module system or native release, where we integrate stuff like this, autoloot, shield bash, color coded messages, troop ratio bar, the duel kits, etc, but just haven't had the time to try and integrate everything.....  :sad:
Same problem here - time. :sad:

Also there is the fact that at this point I have heavily modified various parts of the original code.  They had terrible lack of consistency in their formatting, and tons of unused code lying about, making a clutter of things.

So to make this a kit... well, I think the more practical approach will be to publish the ms code for the entire thing when we're at a stable point, and keep doing so (with various author's permissions).  Then folks can use  it as the basis to do what they want (strip out the invasion (trivial: set the timer to never).  Or whatever..  But making this into a simple kit I think is not worth the effort, nor would it produce the results folks really wanted.

What I may be able to do is to include links to the various kits I've integrated.  And we can hunt down some of the ones that VonMistont included as well - so that folks can individually get those kits, on a piecemeal basis. :wink:
 
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