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Messages - Buoidda

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76
Modding / Re: modding trees - tree painters needed
« on: December 24, 2020, 09:41:18 PM »
Oh gawd, this just keeps growing as too sweet bread dough...

Testing, I just met black currant bushes near my willows. Honestly, if you didn't know anything about this game and someone asks "Where's the black currant bush in this picture?" What would you say?

Spoiler: Current currants • show


Bring me a shrubbery. (So now I'm looking for / wishing for / drawing a new willow graphic - shrubbery. F***)

Or I will say: "Ni!"

What the other graphic designers / artists here think of all this? @Galgana @Karmatose

______________________________________________________________________________
“Bring me a shrubbery,” demands the giant Knight, adding, “One that looks nice... And not too expensive.”
- 1975 movie Monty Python and the Holy Grail

77
Modding / Re: modding trees - tree painters needed
« on: December 24, 2020, 08:44:30 PM »
(First here's a flora template I made so I don't have to open the readme.txt so often.)

While it would be nice for all you normal-sighed people (bitterness intended) to be able to enjoy the famous 'ruska' or
'autumn colors' in Urw too, I can't name a stage in above template where it would work appropriately / according to season.   ;)

I wouldn't work too hard for the flowers/berries yet. I have to test it some more. At least the linden doesn't seem to stop flowering at all. Would be weird to find (also visually) flowering lindens rest of the year.

EDIT: Notice my professor post above.

78
Modding / Re: modding trees - tree painters needed
« on: December 24, 2020, 08:29:13 PM »
Hey why didn't I remember this site, excellent pics of all the trees and interesting info too:

"Tree professor": Rowan

79
Modding / Re: modding trees - tree painters needed
« on: December 24, 2020, 07:24:22 PM »
As colour palette goes, I used the original tree tiles and created palettes from it so it shouldn't be too far away from the original drawings anyway. Upon checkings the photos we might wanna use just tiny bit darker colours as in the photos the green looks quite dark in kotipihlaja results. It may as well be the pose and lighting but it wouldn't hurt to darken the colours just a little. We can make the tree very wide or narrow the main trunk and add trunks of similar width. It is a very lovely tree too how I did not see it before the red berries look awesome :o

Sounds good. I have to trust you on colours since I literally can't tell if those autumn rowans' leaves are green or red.  :-\ I see the berries as red though (because they are red enough). If you have the enthusiasm, we can still add flowering / berry carrying versions since the flora graphics do work with different stages of development/ripeness even if I can't add the berries together with the other harvestables. I don't think it's possible but I'm going to try anyway (berries+flowers/leaves).

Nonetheless it would make a very nice scenery change once trees start to blossom in various months. Immersion bonus quarkwarzimillion.  ;D

'Scientific name + blossom' search seems to show good flower/berry pictures of all the trees.




80
Stories / Re: Island challenge stories
« on: December 24, 2020, 06:51:16 PM »
Thx. I try to align the very center pixel of (the massive red dot showing) my position in line with my target green island dot as precisely as possible. Nearing it, the red dot will cover the target and usually I don't have to zigzag too much if I took care to aim right. But when I think I should be meeting land at any time, I start to zigzag.

Resembles a bit like aeroplane landing simulation: steady approach from far away helps a lot.

I have no idea if diagonals differ in fatiguing. Turning takes time though.

81
Modding / Re: modding trees - tree painters needed
« on: December 24, 2020, 05:35:40 PM »
Elm
<snip>
But I am interested in what you think, maybe this is a great one for another tree idk ;D.

This is great! Only that the two ball-like branches steal the attention from the beautiful top. Kinda feels like it wants to hug me :D

Would it work as a rowan color-wise? It would become a good rowan, especially if one added couple of trunks on either side of the main trunk.

like this

kotipihlaja (home rowan) google search

Juniper
As much as this can be pleasant to look at, I don't think this shape really represents what you are trying to do with your mod. This looks too "gamey" so to say. But the dead version can be used if it is shaped accordingly to your drawing.

Looks is good to me. I have to see the two junipers side by side in game to decide. I also like that that is not just recognizably ripped spruce mire / conifer forest terrain graphics.

Alas, for the literally dead version I have no use. Juniper is a conifer so it's evergreen. Sorry for not bringing it up.

Bonus First Elm

As you see I did not format this accordingly as this was my first drawing of the elm tree. I used the dead birch tree tiles because I thought the shape looked similar at least. Again I tried to show that the leaves are not blocking everything and you can see through. I tried to draw the branches in this one too, at first it was very messy and I was not comfortable with it and I decided to leave this one after tidying it up.

Also a fine tree. Let's see what use I come up with it. You don't have to worry about duplicating / formatting it for me. Single tree graphic / winter version for decidous ones are more than enough.

The style reminds of my willow shrub. Would the color scheme fit goat willow?

goat willow google search

I hope they are useful to you, I already downloaded your versions and I'll see what I can come up with. I already started recolouring your elm tree.

Certainly. Look forward to see further work!

And one caution, I copied and pasted your images directly into the canvas and they were too blurry after that. If you want to get them at the best quality you should right click and then save as. ;D
I see. I also wondered why trees looked so different in-game until I realized the naked versions are semi-transparently in the dressed ones' background. (Only affects proper tree graphics - not flora.)

I will edit the above code so that all trees are abundant in heathland. Another word of caution for all: flora mods are better to test and use with freshly generated worlds/characters. Quitting the executable is not needed unlike I previously thought.

82
Modding / Re: modding trees - tree painters needed
« on: December 24, 2020, 06:26:44 AM »
So you drew juniper and elm?  Please post you versions! Yay! I feel like its xmas already. Oh wait...  :o

There are things I'm still not quite satisfied:
- my new birch looks like a pear: maybe more foliage downwards? I like the style of vanilla on the left.
- winter willow is too dark (looks black against the snow)

Thank you for helping  :)

83
Modding / Re: modding trees - tree painters needed
« on: December 23, 2020, 11:34:05 PM »
I've been battling with flora modding and now I'm finishing up my next release: linden, elm, juniper and willow! Omg! But I'd still need some help / reassuring with the graphics. You see - I'm color blind and I'm struggling with colors especially.

I used MS paint - but didn't paint: most of my 'works' are frankensteins of copy pasteing bits of vanilla tiles. Well maybe some retouching on top. Anyway...

I'd be happy to get some feedback. And if someone wants to retouch / recolor / redo some of these before my final release, I'd be very grateful.

LEGAL: "This work contains modifications based on UnReal World tiles and may be used with UnReal World game only.
 Using these tiles in any way for any other game/project is forbidden."

(First here's a flora template I made so I don't have to open the readme.txt so often.)


Elder linden (Tilia cordata)
Here's the excellent linden tree by @trowftd. I edited some missing bark: you should see a light-colored patch on the trunk. The winter version is recolored, modified alder if I remember right.
Spoiler: show





Young linden (Tilia cordata)
Another @trowftd's linden tree. I elongated and narrowed the top of the original.
Spoiler: show



Elm (Ulmus glabra)
A true frankenstein of mine. Uglye. I think there's bits of vanilla birch, the linden above, I don't recall anymore...
Spoiler: show





Juniper (Juniperus communis)
This turned ok I guess. A whole conifer forest in this one. On top of one another.
Spoiler: show


Slanted pine (Pinus sylvestris)
A bit too alike the vanilla ones on the top. But ok.
Spoiler: show


Straight birch (Betula pubescens)
I wanted to change the flat topped vanilla birch.
Spoiler: show





Elder spruce (Picea abies)
I found this among vanilla tiles and added the branch to be harvested.
Spoiler: show


Straight rowan (Sorbus aucuparia)
(Taru Sorbusten Herrasta... Nyt mä käsitän.) Vanilla rowan would need some enlarging, imho.
Spoiler: show





Willow (Salix phylicifolia)
This was hard. Still more round than I'd like. And too thick in the bottom. The winter version is too dark, it should be more grey like the alder.
Spoiler: show



Revamping alder (Alnus incana)
The perfect roundness has been bothering me so I tried to edit it narrower at the top. Wasn't so simple: tree graphics in game are overlaid from both dressed and naked versions. So I had to edit the naked versions too.
Spoiler: show

Vanilla alder



Revamped alder



The flat topped birch (Betula pubescens)
The flat topped vanilla birch had been sticking out. I copypasted bits of the other one on top. The new graphic is a bit tall and covers up stuff behind it. But I like it a lot more now - though its sister on the left is beautiful beyond compare. I wish... The winter version had to be darkened so as not to shine through too much.
Spoiler: show
Vanilla birch



Revamped birch



Merry X-mas community!

Here's the tree flora code (modified so that all trees are abundant in heathland for graphics testing):

Code: [Select]
//X#X#X#X#X#X#X#X#X#X#X#X#X#X#X#X##X#X#X#X#X#X#X#X#X#X#X#X#X#X#X#X#
//
// Buoidda's Trees 2.3
//
// Part of Buoidda's crafts 2.3
//
// mod for UnRealWorld version 3.63
// Developed with Windows 10, no testing on other ops
//
// Not released - testing code
//
//X#X#X#X#X#X#X#X#X#X#X#X#X#X#X#X##X#X#X#X#X#X#X#X#X#X#X#X#X#X#X#X#

// Now you really have to look for your bow building material. So exciting!
// Modding constraints seem to force trees to wither in the same year, so I chose
// them to 'sprout' in January and 'wither' in december with one day grow period.
// Ideally setting those variables to '0' would make them sprout only once, never wither and be treated as obstacles.
// Spruce is a "grass" so that the tree graphic stays after collecting a branch (graphic changes).
// Some trees are mushrooms and will disappear on picking.
// All material needs to be 'picked up' and then processed into real lumber items in same terrain.
//
// Currently deciduous trees are leafless by default. Enclosed two simple batch files to swap between graphics.

.Juniper.      (1)    [mushroom]
[NAME:Juniper]
[TILEGFX:bc-juniper]
[SIZE:L]
[SPROUT:1]
[MATURE:1]
[WITHER:12]
[REGION:northern eastern western southern]
[TERRAIN:dry]
[POPULATION:1]
[FREQUENCY:50]
[COMMONNESS:70]
[CARB:0]
[FAT:0]
[PROTEIN:0]
[WATER:0]
[HERB_KNOWN:all]

.Elm.      (1)    [mushroom]
[NAME:Straight elm]
[TILEGFX:bc-elm]
[SIZE:L]
[SPROUT:1]
[MATURE:1]
[WITHER:12]
[REGION:northern eastern western southern]
[TERRAIN:dry]
[POPULATION:1]
[FREQUENCY:50]
[COMMONNESS:70]
[CARB:0]
[FAT:0]
[PROTEIN:0]
[WATER:0]
[HERB_KNOWN:all]

.Willow.      (1)    [grass]
[TILEGFX:bc-willow]
[SIZE:L]
[SPROUT:1]
[MATURE:120]
[WITHER:12]
[REGION:northern eastern western southern]
[TERRAIN:dry]
[POPULATION:1]
[FREQUENCY:50]
[COMMONNESS:70]
[LEAF_VOLUME: bunch]
[LEAF_SIZE: L]
[LEAF_QUANTITY: 5]
[CARB:0]
[FAT:0]
[PROTEIN:0]
[WATER:0]
[HERB_KNOWN:all]

.Linden.      (1)    [grass]
[TILEGFX:bc-linden]
[SIZE:L]
[SPROUT:1]
[MATURE:120]
[WITHER:12]
[REGION:northern eastern western southern]
[TERRAIN:dry]
[POPULATION:1]
[FREQUENCY:50]
[COMMONNESS:70]
[FLOWERING_PERIOD:6]
[FLOWER_VOLUME: fistful]
[FLOWER_SIZE: M]
[FLOWER_QUANTITY: 10]
[CARB:0]
[FAT:0]
[PROTEIN:0]
[WATER:0]
[HERB_KNOWN:all]

.Young linden.      (1)    [grass]
[TILEGFX:bc-ylinden]
[SIZE:L]
[SPROUT:1]
[MATURE:120]
[WITHER:12]
[REGION:eastern western southern]
[TERRAIN:dry]
[POPULATION:1]
[FREQUENCY:50]
[COMMONNESS:70]
[FLOWERING_PERIOD:6]
[FLOWER_VOLUME: fistful]
[FLOWER_SIZE: M]
[FLOWER_QUANTITY: 5]
[CARB:0]
[FAT:0]
[PROTEIN:0]
[WATER:0]
[HERB_KNOWN:all]

.Big spruce.      (1)    [grass]
[TILEGFX:bc-spruce]
[SIZE:L]
[SPROUT:1]
[MATURE:1]
[WITHER:12]
[REGION:eastern western northern southern]
[TERRAIN:dry]
[POPULATION:1]
[FREQUENCY:50]
[COMMONNESS:70]
[LEAF_VOLUME: bunch]
[LEAF_SIZE: L]
[LEAF_QUANTITY: 1]
[CARB:0]
[FAT:0]
[PROTEIN:0]
[WATER:0]
[HERB_KNOWN:all]

.Large spruce.      (1)    [grass]
[TILEGFX:bc-spruce]
[SIZE:L]
[SPROUT:1]
[MATURE:1]
[WITHER:12]
[REGION:eastern western northern southern]
[TERRAIN:dry]
[POPULATION:1]
[FREQUENCY:50]
[COMMONNESS:70]
[LEAF_VOLUME: bunch]
[LEAF_SIZE: L]
[LEAF_QUANTITY: 1]
[CARB:0]
[FAT:0]
[PROTEIN:0]
[WATER:0]
[HERB_KNOWN:all]

.Slanted pine.      (1)    [mushroom]
[NAME:Slanted pine]
[TILEGFX:bc-reactpine]
[SIZE:L]
[SPROUT:1]
[MATURE:1]
[WITHER:12]
[REGION:eastern western northern southern]
[TERRAIN:dry]
[POPULATION:1]
[FREQUENCY:50]
[COMMONNESS:70]
[CARB:0]
[FAT:0]
[PROTEIN:0]
[WATER:0]
[HERB_KNOWN:all]

.Straight birch.      (1)    [mushroom]
[NAME:Straight birch]
[TILEGFX:bc-goodbirch]
[SIZE:L]
[SPROUT:1]
[MATURE:1]
[WITHER:12]
[REGION:eastern western northern southern]
[TERRAIN:dry]
[POPULATION:1]
[FREQUENCY:50]
[COMMONNESS:70]
[CARB:0]
[FAT:0]
[PROTEIN:0]
[WATER:0]
[HERB_KNOWN:all]

.Straight rowan.      (1)    [mushroom]
[NAME:Straight rowan]
[TILEGFX:bc-goodrowan]
[SIZE:L]
[SPROUT:1]
[MATURE:1]
[WITHER:12]
[REGION:eastern western northern southern]
[TERRAIN:dry]
[POPULATION:1]
[FREQUENCY:50]
[COMMONNESS:70]
[CARB:0]
[FAT:0]
[PROTEIN:0]
[WATER:0]
[HERB_KNOWN:all]

-end
 

84
If I insert both 'dry' and 'dryish' values for the terrain tag, the flora stops working. If I put just 'dry', I can find it in heathland. If I put 'dryish', I can find them on hills. But should I put both, I can't find them at all.

Code: [Select]
.Large spruce.      (1)    [grass]
[TILEGFX:bc-spruce]
[SIZE:L]
[SPROUT:1]
[MATURE:1]
[WITHER:12]
[REGION:eastern western southern]
[TERRAIN:dry dryish]
[POPULATION:1]
[FREQUENCY:50]
[COMMONNESS:50]
[LEAF_VOLUME: bunch]
[LEAF_SIZE: L]
[LEAF_QUANTITY: 1]
[CARB:0]
[FAT:0]
[PROTEIN:0]
[WATER:0]
[HERB_KNOWN:all]

Not really urgent now that I know it. Just announcing it so that people don't have to waste as much time looking for the reason their flora isn't working.

85
Bug reports / Re: De-hair rotted within 24 hours or less
« on: December 23, 2020, 07:34:11 AM »
I loaded the test too. I put the skin in the cellar and went straight to the carcass. Then I started this cycle:

Sleep. Wake from the rain. (It always seems to rain if you're drop dead tired and outside. Doesn't it?) Cut carcass. Try to pick it up. Repeat.

Using this cycle, I was able to carry the largely cut carcass and the meat into the cellar.

After everything in the cellar: Went inside to sleep. Did eat before going to sleep. (Sometimes useful not to - to wake earlier.)

Once waking up, I cut the rest of the carcass, got fat and dropped it in to the cellar. Only after that I picked up the cleaned skin and went to soak it.

78 stale cuts and the rest are still 'normal'. Ample time to smoke. The fat should stay fine in the cellar.

EDIT: Reading the log below, it looks like I tripped in to the cellar in the morning  :D

EDIT: In current urw version one should put the fresh skin into the cellar and cut the whole carcass asap. Then clean the skin. A dedicated tanning cellar near waterline helps too - though not very realistic/immersive. Hopefully suggestion on field dressing and quartering passes. It would make initial butchering faster.

86
Stories / Re: Island challenge stories
« on: December 22, 2020, 10:49:05 PM »
Sure. After a year of waiting for travellers I got fed up waiting and decided to swim even if don't see islands to the east. There are rare spots to wade and rest out at sea I was hoping to hit one but didn't.

Spoiler: show


Good fishing skill shields from starving but it is more important to just go and starve if the water is warm enough. Water might get chilly again and then you're stuck. It must say "you feel comfortably warm" after you enter the water. If you misjudge water temperature, it is an sure way to die of hypothermia way off shore.

Here's a link to the main challenge topic. It contains a link to the swimming guide I learnt from. Not sure if its 100% accurate on the "return when moderately fatigued", though. Might be outdated info. Fatigue seems to rise more quickly when you are already fatigued, might be successful skill check based. I just don't know for sure how it works.

Punitive island winter challenge
Swimming_(Skill)

87
Stories / Re: Island challenge stories
« on: December 22, 2020, 06:08:55 PM »
Update:

Áillon wintered on the big island. There were elks and seals, but no people visited the island. It was a long year. He developed several seal-hunting tactics and made an enclosure for elks. To keep them alive longer. When summer sun finally warmed the waters, he set out to swim to north-east, even when not seeing land in the horizon.

It very nearly cost him his life.

Spoiler: show


(I had no save. Last bits of this swim were nerve-wrecking.)

Unable to see properly among the waves, he only could get a glimpse of what lay ahead.
(I was using the map to navigate, since zooming out doesn't work when swimming.)

Spoiler: show


The waters went cold again in fallow month. Áillon had to wait for what felt like weeks for the sea to be warm enough to swim such long distances again.

Finally some bigger islands. This must be archipelago!

Spoiler: show


A village! Saved!

Spoiler: show


Áillon hauled some sauna stones in exchange for a board and some food. Then he fashioned a paddle, made a raft and set out to get his stash of furs and half-cottage worth of logs.

88
Gameplay questions / Egg nutrition?
« on: December 22, 2020, 08:48:04 AM »
I ate 10 black grouse eggs and nutrition level didn't rise from scarce. Even berries give more nutrition.

What kind of experience do you have eating eggs?

89
Off-topic / Fur, leather and tanning resources
« on: December 21, 2020, 06:18:20 PM »
I renamed this topic and welcome others to collect interesting links about the topic too  :)

https://www.truthaboutfur.com/blog/amazing-facts-about-fur-dressing-for-the-arctic/

90
Suggestions / Since calves' graphic is resized...
« on: December 21, 2020, 10:16:42 AM »
So I modded some elk tracks and noticed the lack of dedicated calf graphic, which lead me to think the calves' graphic in game is actually just resized adult one.

And I immediately though that it would be relatively simple to have this:

  • in late spring and summer you'd meet the tiny calves we see now
  • in autumn and winter (winter fur time) they'd be say, about 50%, of the adult

Of course the meat yield and skin sizes would vary accordingly.

Btw: the antler graphics don't fit on calves at all - maybe have a antlerless version of adult reindeer too during the period they drop them and when they are still growing and unusable as material (spring-summer for doe, december-spring-summer for bull: for instance, irl there's some variation)

Anyway, this is not urgent. Only wrote it down because of the more urgent skin size suggestion touched this topic: https://www.unrealworld.fi/forums/index.php?topic=6105.0

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