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Candlekeep remake


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#121 Pandæmonium

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Posted 22 December 2007 - 08:59 AM

I don't actually know but I think somebody mentioned in another thread that the upper limit is 250 pixel or something?

I'll see if I can find the thread and post a link to it.

edit - couldn't find it. I thought it was in the PST Animation thread but I only had time to scan it, so it might be there.

Edited by Pandæmonium, 22 December 2007 - 09:04 AM.

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#122 Big Poppa

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Posted 22 December 2007 - 10:00 AM

Ah shit, 256 square pixels. That's means cuttin it in to 4 diff animations. That's a hell of alot of work now, almost can't be assed......

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#123 Miloch

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Posted 22 December 2007 - 10:13 AM

I don't actually know but I think somebody mentioned in another thread that the upper limit is 250 pixel or something?

I think I was the one who mentioned that, and I just confirmed it in the IESDP. Of course, you could just size it down to that size but I don't know if that would look good. It would be awesome if you can get it working with 4 separate animations (hopefully it won't cause stutter :unsure:).

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#124 Big Poppa

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Posted 22 December 2007 - 11:05 AM

It wont be hard to do. I will just copy to 100 frames 4 times in 4 folders and then cut them as top left, right etc etc quarters. It shouldn't stutter at all with a 100 frame rotation, it's just alot of peeing about. 400 frames to cut instead of 100....tut tut.....


I was thinking about sizing it down but that would suck :( . I could be well lazy and just say it's broke :lol:

Now what would be great would be for someone to do all this cutting for me... :hug:

Edited by Big Poppa, 22 December 2007 - 11:10 AM.

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#125 Pandæmonium

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Posted 22 December 2007 - 11:20 AM

I've never done anything like it before, but assuming it's something that's just tedious and not especially complicated, I'll do it for you.

PM me if you're interested.

Edited by Pandæmonium, 22 December 2007 - 11:21 AM.

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#126 Big Poppa

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Posted 23 December 2007 - 12:45 AM

I managed to cut the work down big time. Kinda obvious but since the 4 fans are seemlessly the same, I just play 1 quarter turn and loop and it looks continuous. I cut the frames down to 34 so that makes it far quicker to quarter ( thx for help offer though Pandæmonium but I got it :cheers: )

windmill.gif

I just gotta place it on the hot spot here and it should look pretty good. (B4 anyone notices, I'll admit, it casts no shadows.....)

windmill.jpg


As you can see, as long as you cut it right, I guess you could have an animation be as big as you want. I could have made the world's biggest windmill.

windmillquarter.gif windmillquarter2.gif

Edited by Big Poppa, 23 December 2007 - 04:47 AM.

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#127 Valiant

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Posted 24 December 2007 - 02:15 AM

That second sample there will do very nicely, thx alot for these Miloch :cheers:

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Hi Big Poppa :)

I would like to ask something. Are you modeling in 3ds Max? If yes, I wonder how did you do those light rays coming through the window? As far as I know such effects like Volume Fog, Volume Light, Lens and few others don´t work in orthographic projection. Or Am I mistaken? If it´s possible, can you write me how to do? This is the only one thing I can´t resolve...

I would be very thankful for your help...:)
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#128 Big Poppa

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Posted 24 December 2007 - 02:46 AM

That's a good question. Yeah, I use max and yeah, only in perspective views can volume lights be made (they look great for canopy lights). I made mine using photoshop. You can either do it manually or use a lighting plugin. They cost of course but alien skin make some real nice ones that can do this. If you do it manually then its a simple thing to do really. You would paint a hard purple colour on a new blank document, then make or dload a broom like brush where all the little strands have varying depths. The kind you might use for hair. Then you would use this brush with the burn tool to rake in the beam direction across the hard pauple colour just once. This would give the varying light impressions of the beams. Then open up the area and using the clone tool you would clone the colours on with a very low opacity to make it see through. I would use as little as 5/10% and do all the light, then do it again 1 or 2 more times near the window so the light thickness is stronger. This way, the edges of the light only got 10% of the clone and blend nicely at the edges.

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#129 Pandæmonium

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Posted 05 January 2008 - 04:32 AM

Has there been no further development since Christmas?
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#130 Big Poppa

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Posted 06 January 2008 - 03:08 AM

Has there been no further development since Christmas?


Heya again, happy new year all, hope you had a good festive period, I know I did. I never did anything involving the computer for the last 2 weeks but started back up yesterday with work on the area. A little break actually helps with the urge to get back on with things.

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#131 Big Poppa

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Posted 06 January 2008 - 06:50 AM

Here you go. Not much to gawk at from last time. Gonna add the water mill now near that north bunch of trees on the stream.


Edited by Big Poppa, 10 January 2008 - 04:52 PM.

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#132 minotaur_in_maze

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Posted 06 January 2008 - 08:03 AM

I won't pretend to understand any of the technobabble, but what I CAN say - sincerely- Bigpoppa, is that you do WONDERFUL ( ! ) WORK!!!

Bravo!

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#133 Big Poppa

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Posted 07 January 2008 - 03:04 AM

Cheers M8 :)
Here's what I've got for the watermill. I aint gonna lie, I would have liked water running down the back side pannels and splashing but I'm not too good with particles and that would have taken a long time. I figure the fact that the wheel is turning slowly is a good enough excuse for the lack of splashing.

The gif is over 1.5 megs in size by the way. Sorry bout that but it's 100 frames and I couldn't get away with the 25 frames like the windmill.

watermiil.jpg

watermill.gif


On a side note. Is there a way to replace a colour for the whole sequence as supposed to just a single frame? Replace 0,0,0 with 0,151,151 instantly makes the black the transparency colour but I hope I don't have to the that for each of the 100 frames.

Edited by Big Poppa, 07 January 2008 - 03:06 AM.

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#134 Kaeloree

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Posted 07 January 2008 - 03:13 AM

I would suggest rendering with 0,151,151 as a background. Might make it a bit easier. :)

Looks awesome!

#135 Big Poppa

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Posted 07 January 2008 - 03:20 AM

I would suggest rendering with 0,151,151. Might make it a bit easier. :)

Looks awesome!

Yeah, the prob with that is that shadows cast on the the 0 151 151 making them a different shade. It seems that true black is the only shade that this can't happen to. You can select objects to not receive shadows but even the edges seem to change rgb.

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#136 Kaeloree

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Posted 07 January 2008 - 03:25 AM

Ouch. That sucks. :(

Well, good luck - photoshop actions might help, if you aren't using them already, but they'd only really lessen the pain of the procedure. =/

#137 Big Poppa

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Posted 07 January 2008 - 03:26 AM

Heh no worries thx for the advice. It won't take long. Just a 5 to 10 minute repetitious procedure.

Scratch that, It seems you can edit the whole sequence in one go. Saved a bit of time there.

Edited by Big Poppa, 07 January 2008 - 03:42 AM.

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#138 Big Poppa

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Posted 08 January 2008 - 05:30 AM

Just updated the above progress image. The area is only supposed to be farmlandish with no large buildings etc so I only plan to add houses and farms etc in the remaining area. The area does provide lots of cool areas for docks and so on but the area doesn't need all that, maybe a small fishing peer. Anyone got any last ideas of buildings like the wind and water mill that would fit in with the country folk, hobbit like area?

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#139 Pandæmonium

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Posted 08 January 2008 - 08:07 AM

What about a barn or stores? A granary near the mill? There are all kinds of things that one might find in a rural farm area. Not that they would be especially conspicuous by their absence.
One thing I do notice a lack of is livestock. Candlekeep has only, what, one cow? A small dairy farm run by the runts might be good.
A small Inn or any 'public' space might make a nice change from what seem to be mostly private homes or places of work.

It's nice to se a new area being made, and while the roleplayer in me looks forward to exploring it, the gamer wonders where the profit will be. I wonder what quests could be given by the population of such a (seemigly) happy and wholesome little hamlet.
Somehow the prospect of earning 1 gold coin and 5 exp by fedexing crops around all day doesn't really apeal. :P
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#140 Big Poppa

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Posted 08 January 2008 - 06:22 PM

If you can think of interesting things to quest, or even mundane things that have many options or possabilities then it makes for good gaming. retarded shit like fetch me that broom for 100000000000 exp is nothing I'm intesrested like I said a long time back. I'd be far more intesrested in for example, a creature of somesort is killing livestock. Find out what and try to stop it. This alone could have dozens of ways to be done. You could track the prints to find out what it is or where it comes from or get someone to help you do so. If neither of those 2 takes your fancy then you could do a stake out or you could maybe poison some rank meat and kill whatever it is. As many ways to do a quest is the name of the game. If that means dozens of possibilities for then great. Only one way to take an item from A to B.
I've every intention of avoiding bg1 style quests.

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