CC City Mogul [Quenched]

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Postby Coleman on Mon Jan 21, 2008 7:36 pm

Oddly enough, I'm not sure I would have wanted to move you pre-eye candy.

As it is... Good luck, I have some other people to move too I believe.

As far as gameplay goes.... I have no clue right now, huge head ache, not from you.

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Postby DiM on Mon Jan 21, 2008 7:41 pm

v5.1
moved the sig
made the text scratchier

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Postby DiM on Mon Jan 21, 2008 7:47 pm

Coleman wrote:Oddly enough, I'm not sure I would have wanted to move you pre-eye candy.

As it is... Good luck, I have some other people to move too I believe.

As far as gameplay goes.... I have no clue right now, huge head ache, not from you.

Image


woohoo i got a star.

as for the eye candy look above.
made some nice horizontal folds, added a corner crease, put shadow underneath the map to make it 3d and made the text scratchy. minor things that add to the feeling.
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Postby DiM on Wed Jan 23, 2008 12:50 pm

yeti_c, could you start the xml?
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Postby Lone.prophet on Wed Jan 23, 2008 1:24 pm

this would be so cool in 3d care to coloberate or whatever the word is?
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Postby yeti_c on Wed Jan 23, 2008 1:37 pm

DiM wrote:yeti_c, could you start the xml?


I'll do the XML when we get to FF... Busy at the mo!

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Postby I GOT SERVED on Wed Jan 23, 2008 1:53 pm

I like the darker shade of blue that was on version 3.
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Postby DiM on Wed Jan 23, 2008 2:37 pm

Lone.prophet wrote:this would be so cool in 3d care to coloberate or whatever the word is?


yeah it would but i tried doing that but it doesn't work.
if it is full 3d then some terits will be hard to see cause they'll be in the back. if it is isometric then visibility will be slightly better but it doesn't fit within the size requirements. i already mentioned this problem.

so i was left with 2 options. do a classic top down view where only roofs can be seen or do something different like the current blueprint.
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Postby DiM on Wed Jan 23, 2008 2:38 pm

yeti_c wrote:
DiM wrote:yeti_c, could you start the xml?


I'll do the XML when we get to FF... Busy at the mo!

C.


ok :D
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Postby DiM on Wed Jan 23, 2008 2:41 pm

I GOT SERVED wrote:I like the darker shade of blue that was on version 3.


yeah but the army numbers are hard to spot on that darker shade
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Postby DiM on Fri Jan 25, 2008 12:41 pm

testing army numbers

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Postby InkL0sed on Fri Jan 25, 2008 5:33 pm

DiM wrote:
Lone.prophet wrote:this would be so cool in 3d care to coloberate or whatever the word is?


yeah it would but i tried doing that but it doesn't work.
if it is full 3d then some terits will be hard to see cause they'll be in the back. if it is isometric then visibility will be slightly better but it doesn't fit within the size requirements. i already mentioned this problem.

so i was left with 2 options. do a classic top down view where only roofs can be seen or do something different like the current blueprint.


Do it so you can see the roofs at least. GTA 2 style.
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Postby DiM on Fri Jan 25, 2008 6:07 pm

InkL0sed wrote:
DiM wrote:
Lone.prophet wrote:this would be so cool in 3d care to coloberate or whatever the word is?


yeah it would but i tried doing that but it doesn't work.
if it is full 3d then some terits will be hard to see cause they'll be in the back. if it is isometric then visibility will be slightly better but it doesn't fit within the size requirements. i already mentioned this problem.

so i was left with 2 options. do a classic top down view where only roofs can be seen or do something different like the current blueprint.


Do it so you can see the roofs at least. GTA 2 style.


sorry but gta 2 style is not possible.
gta 2 had a top down view but also had a moving camera and created the feeling of depth by skewing the view a bit.

look here:

Image

because i have a still camera i can't create the depth and i can't make the side of the buildings to be visible like in gta2. the only way to make the sides visible is to tilt the camera at an certain angle. but if i do that, then the back buildings will be masked by the front buildings. not good.
so i decided on an isometric view with diamod shaped terits instead of squares but that makes the map too big. i would need something like 1200 px to add the same number of terits.

and the only solution was a pure 90 degrees top down view but the problem with that is that you can see only the rooftops. nothing else. and to be honest that's very bland. now ask yourself if you have seen any game where the cities are top down view. i haven't. why? because they are ugly. simple red and grey squares spread along some streets. i wouldn't even have had the possibility to realistically add colours to separate continents.

that's why i chose the blue print. it gives me the ability to squeeze so many terits in a tight space and it can also realistically and nicely represent a map
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Postby InkL0sed on Fri Jan 25, 2008 6:20 pm

but, but... I don't like how this looks either :(
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Postby DiM on Fri Jan 25, 2008 6:28 pm

InkL0sed wrote:but, but... I don't like how this looks either :(


trust me if 3d would be possible i would do it. i already have wasted a lot of hours creating a 3d prison to the smallest detail like the security displays on the doors or the guns on the people only to have to abandon it. if you can convince lack to modify the game interface i can create a 3d city where you can change the view, zoom in out, etc. until then sorry but this stays.

btw here's what type of 3d i'm talking:
Image

found in my life in prison map thread here
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Postby DiM on Fri Jan 25, 2008 7:27 pm

what do i have to do to get oaktown in here?

i used to use bananas for andy but since the new mods are here i have no idea what bait to use :?
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Postby InkL0sed on Fri Jan 25, 2008 8:56 pm

We should eventually have 3D maps, that can rotate and everything. That would be awesome.
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Postby DiM on Fri Jan 25, 2008 8:58 pm

InkL0sed wrote:We should eventually have 3D maps, that can rotate and everything. That would be awesome.


i truly hope we will someday get full 3d maps.
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Postby yeti_c on Sat Jan 26, 2008 3:27 am

DiM wrote:what do i have to do to get oaktown in here?

i used to use bananas for andy but since the new mods are here i have no idea what bait to use :?


Have you ever played the game "Hungry Hippos"?

If so - then you'll know that you need small white plastic spheres!!!!

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Postby fireedud on Sat Jan 26, 2008 9:37 am

yeti_c wrote:
DiM wrote:what do i have to do to get oaktown in here?

i used to use bananas for andy but since the new mods are here i have no idea what bait to use :?


Have you ever played the game "Hungry Hippos"?

If so - then you'll know that you need small white plastic spheres!!!!

C.


aren't they marbles?
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Postby DiM on Sat Jan 26, 2008 11:38 am

thanks for the tip yeti.



*leaves a trail of plastic spheres*

*adds a few marbles to be sure*
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Postby cairnswk on Sat Jan 26, 2008 11:55 am

Dim, just thought i'd give you some feedback....i like the idea although a little abstract and one has to read the story from P1, but i'm not yet sold on the blue background for a blueprint....to me it looks awkward if i am to be honest with you. :)
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Postby DiM on Sat Jan 26, 2008 12:18 pm

cairnswk wrote:Dim, just thought i'd give you some feedback....i like the idea although a little abstract and one has to read the story from P1, but i'm not yet sold on the blue background for a blueprint....to me it looks awkward if i am to be honest with you. :)


i'm not sure what's wrong with the blue background. i mean it's a blueprint not a purpleprint or a whiteprint.

indeed the shade is lighter than a normal blueprint would be but that's for readability purposes. if you look on page 1 you'll see it used to be darker but the army numbers would be hard to see.

also if you notice i have tried my best to replicate the feeling of an actual blueprint by making 2 horizontal folds and adding shades to make it quasi 3d, and i also added a crease in the top right corner as well as a coffee mug stain.
furthermore if you look at the text as well as the white thin lines you'll notice they are scratched like a sharp stylus was used.

as for the story on page 1, yes it would be nice to have it on the map but size restrictions are a bitch. hopefully the story for this map as well as all other maps that have one will be presented on the info pages lack will include in the near future.
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Postby cairnswk on Sat Jan 26, 2008 12:26 pm

This is one of the the types of texture i was thinking of for a blue print, the other was a plain white background, that is what i am used to seeing to for a blue print.

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Postby DiM on Sat Jan 26, 2008 12:33 pm

cairnswk wrote:This is one of the the types of texture i was thinking of for a blue print, the other was a plain white background, that is what i am used to seeing to for a blue print.

Image


odd. when i google blueprint images most of them are like this:

Image

or
Image

even on wikipedia the blueprint is blue

http://en.wikipedia.org/wiki/Blueprint


and a few lines of text from wikipedia:
The term "blueprint" was originally derived from the visual aspects of prints made using the contact printing process of cyanotype. It is cyanotype which produces the white lines on blue background which are characteristic of the traditional blueprint.
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