
I hereby license the following file(s) under the CC-by license

>Any feedback?
*Sigh*, there is no chance to replace the flints with more interesting explosives, is there?
>After I did the texture it occured to me that splitting the uv mesh along the seam of the yellow stripe might have been a lot more useful
Just make the texture seamless and all is good
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I always imagined the flints basically as red and rocky stones of volcanic origin. If split up, the rock would reveal a explosive substance which looks like lava. The red is just a thin shell to the outside which cracks open on impact and thus explodes. Thus, I would like to see that the new flints resemble more this idea: 1. No ball-shape anymore but different rocky shapes, 2. rocky texture with cracks and indications that behind this thin shell of red rock, there is a glowing lava-like substance.

Edit:
I can't make the texture exactly seamless, because the uv-mesh has an rather obvious seam direktly on the "back" of the flint which doesn't fit to the edges of the texture.



Keeping that in mind: Objects should have more characteristic shapes. For example, rocks could have random, sharp-edged shapes. Flints could be round. Loam could come in square cubes. Concerning loam, we could also abolish it and allow construction of bridges just using earth.
Imagine you dig all earth away and get with the bridges out of the earth for example in Dragonrock up to the Princess Oo

Alternatively, it could be a rule.
If it is a rule it it would be bether that the bridge build of earth is only half large as the one build of loam.

I don't think there's way to design something to work with these "new" bridges. (Except creating a new material that looks like earth).

The only other kind of explosives I can imagine right now are some kind of a gunpowder grenade (http://upload.wikimedia.org/wikipedia/de/thumb/e/ef/Old-granate.jpg/180px-Old-granate.jpg) which would need a lot of materials to be plausible (gunpowder + metal, gunpowder from sulphur or in a pseudo realistic way sulphur + coal).
These grenades could replace the normal flint by exploding on contact (then we have replaced a red ball with a black ball with the difference that the black one is harder to acquire) or the T-Flint with delay (that does not solve the problem cause I think we do need anything like the basic flint).
Why do I think we need anything alike the flint? Mainly for the mining reason. We may abandon the flint if we implement something like the pick-axe (or any kind of easy to access explosive). The clonk to clonk combat will be improved by the weaponry everyone plans to contribute, the combat against buildings may be fought with refined explosives (I even thought that the rocks may damage building when fast enough like shot from a cannon).
Anyway, I think the basic flint is versatile and funny enough and solves a lot of problems. The better flints are another story. For these are mostly used for destroying buildings or advanced mining it's possible to remove them. In that case the above-mentioned grenade would fit (with a little delay and a sticky function?). That would provide us with the opportunity to provide the flint a more pleasant look cause there are no more several red balls the player needs to distinguish between. The flint could get some yellow veins or so. And I think we can save us any explanation why the flints are there and just say that they are there... ;)

While I am not sure whether it is a good idea to remove the natural flint from the game, I agree that the higher Flints can be abandoned and new explosives should be introduced. For example, to mine efficiently, one could rather construct a few bars of dynamite, place them, and fuse them via remote-detonator similar to the old western dynamite.

>and fuse them via remote-detonator similar to the old western dynamite.
I would like the player to have to fuse the stuff manually using fire :) (or throwing an explode-on-hit-bomb on the bigger explosives)

The barrel contains more gunpowder of course but the grenade may be fired from a cannon (and it throws some fragments like the western cannon ball, this could even work against clonks) or whatsoever.
Both may be fused by hand (when firing the grenade should be auto fused or maybe explode on contact). When standing in front of a building you should be able to stick the explosive on the building and when standing next to any kind of ground material you can put the items into it.

Though I have to admit: The dynamite boxes with their remote switch were kind of funny.



> and appearance
Like the blue ones, the black ones, the green ones. And of course green material may only be blasted by green explosions!

No really, in my interpretation of "appearance" in this context, it is rather the shape of the explosion. Even if that wouldn't make much sense either :)
(or it could be the behavior of the explosives, of course)
In my opinion in OC there should be only one flint, the normal one, which can be found in the ground. The stuff you create in the lab should neither be named flint nor look like a flint. Under this circumstances the visual interpretation of the old flint can be a bit broader. (highpoly-object with complex material, if needed a lowpoly can be done quite easily by projecting to lowpoly).
I hereby license the following file(s) under the CC-by license
I hereby license the following file(s) under the CC-by license

I think we should keep the dark red - maybe with a bit contrast using bright yellow stripes/dots/pattern

No i cant, for two reasons:
- seams as i didnt save the model...
- the "material" didnt use any bitmaps, but parameter-generated maps.
If you're intrested, i can try to redo the "model" (its just a highpoly sphere with a fractal-noise-modifier) and its material. Just tell me, what to change.
- seams as i didnt save the model...
- the "material" didnt use any bitmaps, but parameter-generated maps.
If you're intrested, i can try to redo the "model" (its just a highpoly sphere with a fractal-noise-modifier) and its material. Just tell me, what to change.
You could bake the procedural textures onto an UV-texture.
When you use Blender you simply have to create an UV-Layout, an Image and klick in the bake-buttons "Bake Texture". At the moment I can't find the tutorial I saw on Internet...
When you use Blender you simply have to create an UV-Layout, an Image and klick in the bake-buttons "Bake Texture". At the moment I can't find the tutorial I saw on Internet...

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