I'd like to revive the old idea that was discussed earlier.
Right now the gold chunk that is used in the game has round shape (which is not very good-looking and reminds a lot of CR where all material objects were round). Also it has very bright color (which does not match the color of a texture from which this chunks are mined).
Thats why I like to suggest a more natural type of gold chunk. It can look somewhat like the one attached below.
The model is just a brief sketch (too many polies) I made to illustrate the idea
I hereby license the following file(s) under the CC-by license
Right now the gold chunk that is used in the game has round shape (which is not very good-looking and reminds a lot of CR where all material objects were round). Also it has very bright color (which does not match the color of a texture from which this chunks are mined).
Thats why I like to suggest a more natural type of gold chunk. It can look somewhat like the one attached below.
The model is just a brief sketch (too many polies) I made to illustrate the idea
I hereby license the following file(s) under the CC-by license
Attachment: chunk.blend (275k)
I think I mentioned this somewhere already, but I dont remember, so I'll repeat(?) it: Why not use proceduraly generated models for materials? We could have low poly UVsphere with randomly offsetted vertices and texture assigned according to material of the chunk. It could be then optimized, and maybe rendered to still 2d sprite. I dont think that storing shape of a chunk would be too costly. Vertices offset from center of object could be stored in 8 bit integer variable to limit memory usage. Or we could make mesh generated at moment of rendering based on general random seed&no. of object so same object would be always the same and there would be no additional info to store. Well, do as you think will be better :P
Well that would be realy great. When you blast your dynamite inside the gold mine you will get chunks of different shape. And they will also look differently in the inventory (which would be totally awesome). Possible drawbacks: would it be possible to perform such generation (to make chunks look realy nive - not just like UV-spheres with spikes sticking out of it). What about performance costs (especially when explosion is REALY big) ?
As far as I know, it hasn't been decided yet wheter material objects would be 3D-models or just sprites (as they are now).
As far as I know, it hasn't been decided yet wheter material objects would be 3D-models or just sprites (as they are now).
Well, that should be possible, as long as we would only use very simple algorythms to generate the models it would be pretty fast. I've seen whole procedurally generated city, as well as large voxel maps, so rendering few hundreds(or thousands) of dynamically generated objects should be possible.
But intil someone implements that, we'll use standard objects. And I have to say that this gold chunk looks much better than the current one.
I like that, and I like the gold texture. Where did you get that from? Perhaps it's applicable for material too. Don't worry about these 100 faces too much. Currently it looks like material chunks are gonna stay sprites because 1. there are hundreds of them on any screen and 2. their round-ish shape need really a lot of polygons too look good.
Do you care to create material chunk graphics in 192x192 (3x 64x64) for all materials? Then we have them in a similar style:
So at least gold, ore, rocks, coal, sulphur, ice (perhaps we have a good one already, I think I saw something in the forum), loam
It'd be a nice gimmick to have the same material chunks (e.g. gold and gold) differ from each other slightly to add some variation - let it be even just viewed from another angle.
Do you care to create material chunk graphics in 192x192 (3x 64x64) for all materials? Then we have them in a similar style:
So at least gold, ore, rocks, coal, sulphur, ice (perhaps we have a good one already, I think I saw something in the forum), loam
It'd be a nice gimmick to have the same material chunks (e.g. gold and gold) differ from each other slightly to add some variation - let it be even just viewed from another angle.
> Where did you get that from?
Well, the texture is yours :-)
I just thought that the chunk should look the same as the gold deposit it was mined from. So I applied the texture from this post and got the chunk you can see above.
> Perhaps it's applicable for material too
It is 100% applicable :-)
> Do you care to create material chunk graphics in 192x192 (3x 64x64) for all materials?
I thought we already have some good models (personally I like rock very much. Ore and coal look nice too - but, again, the sky is the limit). We had ice here (nice shape by the way, maybe a little more transparent).
Also I like loam as it is here (maybe it can be made brighter) and a wooden "log" to be something like this (one of my favorite example of changing the CR graphic - still unimplemented).
But this models (and ideas behind them) should be somehow collected in one place.
> Then we have them in a similar style
Well, I see what I can do but it would probably take some time (Busy, busy :-( my bad)
At least I will post the 192x192 of this one in a day or two
> Currently it looks like material chunks are gonna stay sprites
What about dynamite? It looks realy awfull when you zoom in
Why is that? Only because it is flat? Does not look like it was mined using dynamite?
Probably you are right. I see what I can do
Probably you are right. I see what I can do
>What about dynamite? It looks realy awfull when you zoom in
Someone could make the sprite 3x greater quality I suppose. I think it's currently 1:1, same with the shovel.
>and a wooden "log" to be something like this
Hmm. Might be weird cutting down a tree with an axe into very well processed planks.
Isn't the tree supposed to be processed into log after it was cut down?
What happens to the cartoonish look, brothers? A piece of gold in Clonk should be look unrealistic yellow, like the current.
A cartoonish look became unnecessary when we can put real detail into the art.
I like the cartoonish look, but you say the cartoonish look has something to do with the possibilities...that makes no sense. What fits, fits. And the big eyed, round headed Clonk fellow is still too cartoonish to led the style loose.
Well, there was a difference between the cartoonish "look" I mentioned and a cartoonish "style". The cartoonish look I was referring to was the lack of detail; usually done by artists because it takes less work to draw less detail. I think a pseudo-cartoon style would be good, but it shouldn't stop us from making better looking art.
As for me, the current clonk model fits perfectly to the photo-realistic surroundings. Aren't you fed up with the cartoonish look of CR? (just kidding :-))
Yup, carton-ish models would not fit current (quite)photo-realistic landscape at all IMHO.
IMO that looks nothing like gold. It looks rather like Iron Oxide rich mineral. Gold comes naturally in strains or small small chunks kinda in rock. That looks much more like common mountain rock. Expecially that brown-redish colours makes it look like iron rich minerals which are plain weird tbh. :/
Gold looks like this:
http://www.icon-treasures.com/SPAUNG1.jpg
http://1.bp.blogspot.com/_i-Lq0_Lr2sg/STWTPFHFTWI/AAAAAAAAAYM/BDnnzkDJ4Rw/s400/goldinquartz1.jpg
http://i.pbase.com/u12/higgmeister/upload/42707791.DSC02266.jpg
http://img2.photographersdirect.com/img/91/wm/pd225837.jpg
Observe that chunks and strains are clearly visible and distinguishable from the rest. I think a game that has mining and geology as a important part of it should make it kinda realistic or else it is kinda silly. : P
Gold looks like this:
http://www.icon-treasures.com/SPAUNG1.jpg
http://1.bp.blogspot.com/_i-Lq0_Lr2sg/STWTPFHFTWI/AAAAAAAAAYM/BDnnzkDJ4Rw/s400/goldinquartz1.jpg
http://i.pbase.com/u12/higgmeister/upload/42707791.DSC02266.jpg
http://img2.photographersdirect.com/img/91/wm/pd225837.jpg
Observe that chunks and strains are clearly visible and distinguishable from the rest. I think a game that has mining and geology as a important part of it should make it kinda realistic or else it is kinda silly. : P
Totally agreed. We didn't use actual gold texture (at least I doubt this a lot). Feel free to post another, better texture if you find one
Believe it or not, gold appears in different kinds.
The texture AlteredARMOR uses is actually taken from a giant gold nugget from some museum.
The texture AlteredARMOR uses is actually taken from a giant gold nugget from some museum.
But of course the Gold needs the fancy bright-shining look, that gives the People (and Clonks) the gold-fever. This chunk here looks more like stoney horse turd. :)
There probably will be not much gold considering some thoughts from this topic (mainly gold-related). Personally I would like to have this idea implemented very much. So no gold fever, probably :-(
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