I might just cut down blender render rig to use manual angle rotations and hopefully see if the render image matches the rest of the Flare tiles in lighting. I am still not good at blender but I hope that I can still be productive. Either way I plan to still render my asset tiles to hopefully match the Flare lighting (or very close if all else fails); so I should get a castle tileset sometime in 2022 if things keep staying productive.
I am trying to find ways to be productive as one person while still learning what I am doing. I find it a bit crazy how the grassland tileset (made by Clint Bellanger) was released exactly a decade ago [5th / 12 (December) / 2011 to today 30th / 12 (December) / 2021] and there is still (albeit very limited) development progress being made so far. I hope to build more assets to bring Flare from a kind of niche small scale Diablo-like game engine into a bigger scale game building opportunity with more elements supported from other classic grand scale western R.P.G.s. in 2022 (or as much as I reasonably can help realize).
I have a lot of other projects in real life as well. Yet making a very good video game that is (hopefully) commercially viable is a dream I wish to finally realize after ~3 decades / 2000's - 2020's of working on similar kinds of video games. It feels very fulfilling to be working towards making my own video games finally :-D!
I got the grassland_walls.blend to render animation -> save all images and it produced a tileset of all of the regular (same as before) cliff angles. I wonder how I can tinker with the script(s)? Or just get the 8 render direct script to work.
I want some objects to have sprites facing 8 different directions (up/down/left/right and diagonals). This script will render the current Animation for each direction. It works by having an Empty object renamed to "RenderPlatform", with any rotating objects parented to it (usually lights and camera).
# rotate the render platform and all children
temp_rot = platform.rotation_euler
temp_rot[axis] = temp_rot[axis] - radians(angle)
platform.rotation_euler = temp_rot;
# set the filename direction prefix
bpy.data.scenes[0].render.filepath = original_path + str(i)
# render animation for this direction
bpy.ops.render.render(animation=True)
So how does one do this in blender? I am a bit a bit currently puzzled as to how to implement this script. With https://opengameart.org/content/grassland-tileset -> grassland_blend.zip -> grassland -> grassland_walls.blend (in blender 2.79)? Any pointers / steps I should take to connect this script to the grassland_walls.blend to successfully render in 8 directions if possible? The dual wielding animations took myself some time to figure out and I think this is no different but if it does work out then this could changed Flare in a big way.
"It works by having an Empty object renamed to "RenderPlatform", with any rotating objects parented to it (usually lights and camera)." How do I do that properly? I sure can do it wrong XD.
Clint has this automatic render animation where each 3d tile is rotated rendered in 4 directions and the swapped for the next one. If I can only figure out how to change the render angle by 45 degrees for the animations on grassland_walls.blend in blender 2.79 I should be golden?
I am currently (in the background) 'roughing out' critical geographic features that core gameplay / world building ehh, ~'systems'(?) or better perhaps said as, world experiences rely on.
For example Castles in real life history (the most real as it gets) ideally practiced hills and slopes for defense and also ate a lot of resources. Said resources / supplies needed to be transported in bulk to said Castles and thus the wagon and or cart needs traversable slopes to justify the existence of a castle in the long term. Also I must craft a world without the story of said Castle being too alien and thus failing expectations of what medieval fantasy arguably *should* be about: A living medieval world with extra features and aspects that appeal to our collective tastes. Also waterfalls are cool so I added those a while back.
I am hoping to get ~4/5 on the roughed out aspects to work as prototypes to hopefully later polish up to ~9/10 or beyond. So bit by bit, iterate, iterate, iterate. Also thank you for the permission:-).
That is cool, it looks like what I had in mind to make a ~'version 2.0' / improved where it blends better. Buttons you could put that version on the Open Game Art gallery page to better share it / more people might find it.
The Infinity Engine (the game engine that runs Baldur's Gate and Icewind Dale) background / area art for an area is effectively one giant tile that can be digitally painted by hand. I was working on an Expansion for Baldur's Gate as a super module with new areas that I was painstakingly making by hand.
Then I realized I cannot realistically grow and justify the insane amount of hours of highly skilled labour anyway with making a Baldur's Gate Expansion. For the outcome was a gamble and the odds were heavily against myself in that I could (in more cases than not) get sued and make negative money for all that insane amount of work. Then also even after being potentially sued I could be supporting the people who could sue myself for they technically own the legal intellectual rights to my derivative work in making a passion project.
Here are just a few examples of my Frozen Baldur's Gate Expansion Pack. Perhaps after I make my own games I might be in a better spot. Although hopefully I can make a better game regardless; and succeed the quality of game player offered to the players in games worth playing.
So I froze my passion project, restructured my video game production plans and this lead myself going back to open source video game production. I eventually went full circle making area art here on Open Game Art for the community to use forever free and empower people creatively. I am currently trying to back-port all of my previous game work and content elements / features into my own game being built with the Flare Engine. Where I have the legal rights to be able sell my own work toward building my own video game set in my own medieval fantasy universe; a setting that I have full legal rights. So that I can stop being a modder for 3 decades and to finally work on my own video games where I can work towards a commercially viable game that hopefully will be worth playing.
What are your favourite games and why did they end up as your favourite games?
I might just cut down blender render rig to use manual angle rotations and hopefully see if the render image matches the rest of the Flare tiles in lighting. I am still not good at blender but I hope that I can still be productive. Either way I plan to still render my asset tiles to hopefully match the Flare lighting (or very close if all else fails); so I should get a castle tileset sometime in 2022 if things keep staying productive.
I am trying to find ways to be productive as one person while still learning what I am doing. I find it a bit crazy how the grassland tileset (made by Clint Bellanger) was released exactly a decade ago [5th / 12 (December) / 2011 to today 30th / 12 (December) / 2021] and there is still (albeit very limited) development progress being made so far. I hope to build more assets to bring Flare from a kind of niche small scale Diablo-like game engine into a bigger scale game building opportunity with more elements supported from other classic grand scale western R.P.G.s. in 2022 (or as much as I reasonably can help realize).
I have a lot of other projects in real life as well. Yet making a very good video game that is (hopefully) commercially viable is a dream I wish to finally realize after ~3 decades / 2000's - 2020's of working on similar kinds of video games. It feels very fulfilling to be working towards making my own video games finally :-D!
I got the grassland_walls.blend to render animation -> save all images and it produced a tileset of all of the regular (same as before) cliff angles. I wonder how I can tinker with the script(s)? Or just get the 8 render direct script to work.
https://clintbellanger.net/articles/isometric_tiles/
"
Addendum: Render script
I want some objects to have sprites facing 8 different directions (up/down/left/right and diagonals). This script will render the current Animation for each direction. It works by having an Empty object renamed to "RenderPlatform", with any rotating objects parented to it (usually lights and camera).
import bpy
from math import radians
angle = -45
axis = 2 # z-axis
platform = bpy.data.objects["RenderPlatform"]
original_path = bpy.data.scenes[0].render.filepath
for i in range(0,8):
# rotate the render platform and all children
temp_rot = platform.rotation_euler
temp_rot[axis] = temp_rot[axis] - radians(angle)
platform.rotation_euler = temp_rot;
# set the filename direction prefix
bpy.data.scenes[0].render.filepath = original_path + str(i)
# render animation for this direction
bpy.ops.render.render(animation=True)
bpy.data.scenes[0].render.filepath = original_path
"
So how does one do this in blender? I am a bit a bit currently puzzled as to how to implement this script. With https://opengameart.org/content/grassland-tileset -> grassland_blend.zip -> grassland -> grassland_walls.blend (in blender 2.79)? Any pointers / steps I should take to connect this script to the grassland_walls.blend to successfully render in 8 directions if possible? The dual wielding animations took myself some time to figure out and I think this is no different but if it does work out then this could changed Flare in a big way.
"It works by having an Empty object renamed to "RenderPlatform", with any rotating objects parented to it (usually lights and camera)." How do I do that properly? I sure can do it wrong XD.
Clint has this automatic render animation where each 3d tile is rotated rendered in 4 directions and the swapped for the next one. If I can only figure out how to change the render angle by 45 degrees for the animations on grassland_walls.blend in blender 2.79 I should be golden?
Okay, tinker time:-P.
I am currently (in the background) 'roughing out' critical geographic features that core gameplay / world building ehh, ~'systems'(?) or better perhaps said as, world experiences rely on.
For example Castles in real life history (the most real as it gets) ideally practiced hills and slopes for defense and also ate a lot of resources. Said resources / supplies needed to be transported in bulk to said Castles and thus the wagon and or cart needs traversable slopes to justify the existence of a castle in the long term. Also I must craft a world without the story of said Castle being too alien and thus failing expectations of what medieval fantasy arguably *should* be about: A living medieval world with extra features and aspects that appeal to our collective tastes. Also waterfalls are cool so I added those a while back.
I am hoping to get ~4/5 on the roughed out aspects to work as prototypes to hopefully later polish up to ~9/10 or beyond. So bit by bit, iterate, iterate, iterate. Also thank you for the permission:-).
That is cool, it looks like what I had in mind to make a ~'version 2.0' / improved where it blends better. Buttons you could put that version on the Open Game Art gallery page to better share it / more people might find it.
The Infinity Engine (the game engine that runs Baldur's Gate and Icewind Dale) background / area art for an area is effectively one giant tile that can be digitally painted by hand. I was working on an Expansion for Baldur's Gate as a super module with new areas that I was painstakingly making by hand.
Then I realized I cannot realistically grow and justify the insane amount of hours of highly skilled labour anyway with making a Baldur's Gate Expansion. For the outcome was a gamble and the odds were heavily against myself in that I could (in more cases than not) get sued and make negative money for all that insane amount of work. Then also even after being potentially sued I could be supporting the people who could sue myself for they technically own the legal intellectual rights to my derivative work in making a passion project.
Here are just a few examples of my Frozen Baldur's Gate Expansion Pack. Perhaps after I make my own games I might be in a better spot. Although hopefully I can make a better game regardless; and succeed the quality of game player offered to the players in games worth playing.
https://www.deviantart.com/withinamnesia/art/Lich-s-Crypt-Outside-5120x3...
https://www.deviantart.com/withinamnesia/art/Long-Sword-3-Varscona-Arms-...
https://www.deviantart.com/withinamnesia/art/The-Upstairs-Area-Artwork-I...
https://www.deviantart.com/withinamnesia/art/Balduran-s-Sea-Tower-Castle...
https://www.deviantart.com/withinamnesia/art/Sea-Tower-of-Balduran-Keep-...
https://www.deviantart.com/withinamnesia/art/Balduran-s-Sea-Tower-Redesi...
So I froze my passion project, restructured my video game production plans and this lead myself going back to open source video game production. I eventually went full circle making area art here on Open Game Art for the community to use forever free and empower people creatively. I am currently trying to back-port all of my previous game work and content elements / features into my own game being built with the Flare Engine. Where I have the legal rights to be able sell my own work toward building my own video game set in my own medieval fantasy universe; a setting that I have full legal rights. So that I can stop being a modder for 3 decades and to finally work on my own video games where I can work towards a commercially viable game that hopefully will be worth playing.
https://opengameart.org/content/regular-grassland-tileset-hills-slopes-h... Now everyone can use grassland hills, slopes and ramps.
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