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New Downloads
Total New Downloads:
Last Week - 0 \ Last 30 Days - 1
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Total new downloads for last 7 days
Latest Listings
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WLpop001.blend
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Descr: chubby man in trousers ( animatable ) - *nearly like barbarian_skinrig001 blend*
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File Size: 496.33 KB
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Submitter: bithunter32
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WLpop007.blend
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Descr: chubby man wearing a long tunic - like a friar ( animatable )
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File Size: 517.13 KB
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Submitter: bithunter32
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Resource amount indicators in the editor
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Descr: This is the first screenshot of resources on triangles. It works partially in the editor now (not yet in the game). As you can see, there are no proper pictures for fish (I just copied gold).
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File Size: 375.18 KB
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Submitter: sigra
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fish resources?
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Descr: fish resources (if needed) 15 north/15 south >>>tar.gz<<< please rename
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File Size: 96.36 KB
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Submitter: bithunter32
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world resources v1
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Descr: resources: gold, coal, iron, granite and water ( 30 pics per resource / 15 north, 15 south ) >>>tar.gz<<< please rename
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File Size: 314.23 KB
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Submitter: bithunter32
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Visualization of resource amount of triangles of Widelands maps
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Descr: Each triangle of a Widelands map can have 0 to 15 units of one resource. This is visualized with pyramids of close-packed spheres, where the number of spheres in the pyramid indicates the resource amount of the triangle. The pyramids are shown in 2D from above. The different colours of the spheres indicate the Z coordinate. Blue spheres are in the bottom layer, purple spheres are in the middle layer and green spheres are in the top layer. Since the map consists of 2 kinds of triangles that differ in orientation, most of the pyramids are made in 2 versions, where one version equals the other version flipped in the Y dimension.
In the game, the spheres should of course not be coloured according to which layer in the pyramid they are, but rather what resource they represent (all spheres in a pyramid will have the same colour).
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File Size: 42.02 KB
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Submitter: sigra
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Visualization of resource amount of triangles of Widelands maps
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Descr: Each triangle of a Widelands map can have 0 to 15 units of one resource. This is visualized with pyramids of close-packed spheres, where the number of spheres in the pyramid indicates the resource amount of the triangle. The pyramids are shown in 2D from above. The different colours of the spheres indicate the Z coordinate. Blue spheres are in the bottom layer, purple spheres are in the middle layer and green spheres are in the top layer. Since the map consists of 2 kinds of triangles that differ in orientation, most of the pyramids are made in 2 versions, where one version equals the other version flipped in the Y dimension.
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File Size: 42.46 KB
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Submitter: sigra
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auto rendering tool
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Descr: automatic worker animation rendering tool (Blender 2.43 and Python recommended)
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File Size: 786.23 KB
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Submitter: bithunter32
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automask tool
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Descr: tool for automatic mask rendering (unstable/test stage)
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File Size: 170.55 KB
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Submitter: bithunter32
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blur_mix_0x0000FF.png
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Descr: blur_mix_0x0000FF.png of the player colors test ( produced with simple C code + libpng + blur_mask.png + blur_shaded_gray_render.png ). The mixing part of the code looks like this: //... if( !mc /* mask color of current pixel */){ /* copy */ CanvasPutPixel( outcanvas, RGBMAP(sr,sg,sb),x+1, y+1,-1 ); } else { /* mix */ unsigned int newr, newg, newb; /* playercolor 0x00XXXXXX */ pcr = ( playercolor & 0xFF0000 ) >> 16; pcg = ( playercolor & 0x00FF00 ) >> 8; pcb = ( playercolor & 0x0000FF ); /* sr sg sb == current pixel rgbs of the shaded image */ pcr = pcr * sr / 0xFF; pcg = pcg * sg / 0xFF; pcb = pcb * sb / 0xFF; /* calculate influence of the shaded pixels using mask color */ newr = (( pcr * mc ) / 0xFF ) + (( sr * ( 0xFF - mc )) / 0xFF ); newg = (( pcg * mc ) / 0xFF ) + (( sg * ( 0xFF - mc )) / 0xFF ); newb = (( pcb * mc ) / 0xFF ) + (( sb * ( 0xFF - mc )) / 0xFF ); CanvasPutPixel( outcanvas, RGBMAP( newr, newg, newb ), x+1, y+1, -1 ); } //... ugly... I know
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File Size: 16.33 KB
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Submitter: bithunter32
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Bakery position problem
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Descr: There is a problem with the bakery graphics. It reaches too far to the left. On the screenshot, it even completely covers the flag to the left of it.
Proposed solution: swap the positions of the front door and the window next to it. Then the image can be postioned more to the right.
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File Size: 22.88 KB
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Submitter: sigra
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