Author Topic: Resource Buildings  (Read 5108 times)

Offline White Claw

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Resource Buildings
« on: September 23, 2018, 01:16:16 PM »
New smelter. Not sure I like it yet, so I'm open to feedback.

Also, I thought I would put up an "active" and "idle" version. Leeor, I don't know if you planned on going that far with visual differentiation.
« Last Edit: September 23, 2018, 01:17:58 PM by White Claw »

Offline leeor_net

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Re: Resource Buildings
« Reply #1 on: September 23, 2018, 02:08:31 PM »
That's actually a good idea -- a structure that's operational but not doing anything could be in this sort of 'off' state. I guess I'd call it a 'soft idle' which is an actual state, I just haven't done anything visually with the structures yet except for making them slightly transparent.

That stated, I like the overall look and feel of the building but it does look a little featureless... kinda flat like. Could use some panels or something to break up the flatness mostly on the top surface.

Offline White Claw

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Re: Resource Buildings
« Reply #2 on: September 23, 2018, 05:00:07 PM »
Here's another one...a complete redesign. Instead of going with something similar to the original artwork, I went with something more industrial looking.

Offline leeor_net

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Re: Resource Buildings
« Reply #3 on: September 23, 2018, 05:29:49 PM »
I think I like this one a lot better. Even has a storage tanks sphere type deal for on-site storage. Love it!

Offline White Claw

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Re: Resource Buildings
« Reply #4 on: September 23, 2018, 05:35:31 PM »
Thanks Leeor!

And here's a mining beacon.
« Last Edit: September 23, 2018, 05:42:39 PM by White Claw »

Offline leeor_net

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Re: Resource Buildings
« Reply #5 on: September 23, 2018, 09:54:11 PM »
In-game:


Offline Hooman

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Re: Resource Buildings
« Reply #6 on: September 24, 2018, 03:54:24 AM »
I really like the new smelter. It looks much more like an actual smelter.

Offline White Claw

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Re: Resource Buildings
« Reply #7 on: September 24, 2018, 09:56:49 AM »
Yeah, I agree for sure. The original just wasn't really looking right to me. It looks more like a scifi or futuristic (sleek and clean) building, but it's not easily identifiable as something industrial.

Offline White Claw

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Re: Resource Buildings
« Reply #8 on: September 26, 2018, 03:47:50 PM »
And I've finished the mine! (Well, at least the surface portion.)

I went with something fairly different than the original with the hopes that it's functionality is a bit easier to pick up visually. I also did something new-ish and attempted to use the transparency a bit more than usual. When this overlays on the different terrain types, the "hole" at the bottom lets some of the underlying terrain color through. So the mine looks like it might be digging into the ground.

(Edit: I replaced version "E" with a slight tweak.)
« Last Edit: September 26, 2018, 04:07:45 PM by White Claw »

Offline Hooman

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Re: Resource Buildings
« Reply #9 on: September 26, 2018, 04:08:03 PM »
I definitely like the futuristic sci-fi look to this one. It's way cooler than the original.

Offline leeor_net

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Re: Resource Buildings
« Reply #10 on: September 26, 2018, 06:09:30 PM »
As stated in the other thread, definitely loving this. It looks like a giant hole in the ground with some sort of facility on top. :D

Need to think of a way to make it look more lively... me thinks a twinkling light of sorts on it somewhere and dust poofs coming from it (all done in real-time via particles and shader effects, no need to come up with animation frames). :D

That stated, I do like that all of these structures align to a 128x128 grid. Will make it very easy to pack everything together into a single texture or two in the long run (prolly surface structures and subsurface structures).

I think the only real animation that would be needed for structures are spinning doodads (like a radar bar, comm dish, etc.) I imagine those are things that can be done very simply -- they can be added to structures in real-time so they can be generalized. I think I also mentioned the platform on the air shaft -- same deal. If I had just the platform rendered by itself (perhaps with lights in a separate frame?) we could make some interesting animated effects without having to go crazy rendering huge texture atlases.

Hoping any of this makes sense, not sure if I should break the animation into a separate thread or if you're even up for it. I figured the spinning stuff ought to be simple enough -- I hate Blender and was able to figure out how to make spnning planets. :D (though I'm considering changing it up to rendering 3D spheres with texture maps on them and going that route... again, different thread).

Offline leeor_net

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Re: Resource Buildings
« Reply #11 on: September 26, 2018, 06:59:51 PM »
Mine in-game on the terrains:


Offline Hooman

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Re: Resource Buildings
« Reply #12 on: September 27, 2018, 10:49:04 AM »
Very nice bleed through of the underlying terrain colors.

For animation, maybe have a gently pulsing or flickering beam. That seems to be commonly associated with mining energy beams in scifi movies.

Offline White Claw

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Re: Resource Buildings
« Reply #13 on: January 27, 2019, 09:56:26 AM »
First draft of the UG portion of the mine.

Edit: And a second version with slight modifications.

Personally I think the brown (C) version matches the above ground portion better than the green (A) version. Open to feedback!
« Last Edit: January 27, 2019, 10:56:55 AM by White Claw »

Offline leeor_net

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Re: Resource Buildings
« Reply #14 on: January 27, 2019, 06:29:46 PM »
Definitely digging C over A. Going to drop it in-game and see how it works.

Offline JetMech1999

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Re: Resource Buildings
« Reply #15 on: January 27, 2019, 07:37:24 PM »
You got my vote.  Looks great.  Either one, but Leeor's right.  C does pop a bit more.

Offline White Claw

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Re: Resource Buildings
« Reply #16 on: January 28, 2019, 12:30:21 AM »
Yeah, I think I like "C" better as well. Also, I wanted it big but let me know if it's toooooo tall.

Offline leeor_net

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Re: Resource Buildings
« Reply #17 on: January 28, 2019, 12:55:33 PM »
The height works well, gives a sense of how tall the underground areas really are.

Offline White Claw

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Re: Resource Buildings
« Reply #18 on: January 28, 2019, 01:46:14 PM »
Also I forgot about fixing the shadows. So I'll have to fix that and reupload (hopefully tonight).

Offline White Claw

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Re: Resource Buildings
« Reply #19 on: January 28, 2019, 06:17:28 PM »
Aaaaaaaaaand fixed shadows.