the crystals are something like autunite(labeled as "uranium" from the source i found them), which is radioactive, so it makes sense in a radioactive environment. the crystals aren't the only thing that'll be popping up; i have more theme-related stuff planned. i don't plan on toxic green being the only color really prevalent, either. i only leave the crystals as they look like something that would grow because of the radiation(however removed from reality that may be).
i may move them to the subterranean forge stuff, though.
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currently working on the runway(launch pad). i just added the isolated radar frames from don_ko's psd file, as it would be pretty difficult for me to cut out the original radar frames from the background(why nwc hadn't previously isolated them, i have no idea). i'll have to work on the radar frames, as the light comes from the wrong direction for what i need. i've already began recoloring/recontrasting the frames to match the existing launchpad. i still have to fix the actual launchpads, as they have the brightness of the old runway lights. i'll have to isolate all the radar frames, as their edges aren't cut exactly; and i'm trying to decide what order i want to do all that in(what would be optimal).
i also fixed a couple of other things; and there are some lights that i have to correct in another def. i took a break yesterday and redid the medusa dwelling(the temple from homm4).
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i re-added the radar frames after i fixed them again(made the edges solid, and recolored/recontrasted them). there are some remaining pixel errors with each frame, which i'll have to fix as i go(also some color issues in some frames after the formula was applied to all of them). but for now i switched back to working on the dump sites. so far i added a pipe with flowing toxic runoff to both defs, which i still have to animate. i played with the water for the initial dump site, so that brighter toxic runoff blends into the rest(and appears to be gradually polluting). after i animate the runoff and toxic waste surrounding the runoff, i'll add the barrels.
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reworking the juggernaut/dreadnaught movement sound.
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the sounds are compete for the juggernaut/dreadnaught(i'm now working on the naga tank movement sound, but everything i'm finding online has too much white noise mixed in), except that i still have that issue with the "click/knock" from the background of the movement sound for the juggernaut.
edit: i found a "click removal" feature in Audacity, and have been using it in various sensitivity settings, but the best i can do is only subdue the sound; i can't remove it entirely. at least i know now that it is termed a "click".
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reworking the juggernaut movement sound from scratch(initial soundbites) again. so far, it sounds good; no clicks. i cut the beginning and end(that had audible, yet faint clicks) of the initial soundbite that i'll be using; atm it is pure servo machinery, without the machine stamping sound. i'm using the "tempo" option instead of the "speed" option, and it seems to negate any clicks becoming audible when dropping the pitch down to where it needs to be after speeding things up.
i'm going to work on each sound seperately, to get the correct tempo of the movements, then add them together when done. that SHOULD fix the issue. i'm crossing my fingers.
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after taking a nap, i improved the Forge pillar of fire. i changed the metal areas to copper, added highlights, and fixed groups of pixels(also fixing the fire to resemble a blowtorch instead of the old fire, which blended too much with the background, like a smaller campfire).
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finished the move sound for the juggernauts/dreadnaughts. no clicks this time, and the overall sound is much better than the first two tries. now i can move on, to complete the naga tank sounds.
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found some decent sounds online(better than i had already) for the naga tank. did some work on them, then i switched off to working on the brute's adventure map dwelling. i have the entrance to fix now, then that'll be done.
the entranceway is done; i fixed the entire front wall on the foremost part in the process. i used the townscreen buildings' entranceway as a model for what i needed to do.
edit: i had a gif posted to show what i did to the brute building, but i noticed more inconsistencies. so i fixed them, and NOW the building is complete. i'd post a new gif showing the last improvements, but i already deleted the old frames.
finished prepping the launchpad fix for the adventure map jet minotaur dwelling.
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i swapped out the new launchpad, but i may still need to darken it. i also did work on the pyro adv map dwelling. i had initially tried to use the original molten napalm(how i think of it) from the townscreen dwelling as a fill layer for the inanimate original pyro dwelling NWC made(which i cut out and used for the core work), but it wasn't satisfactory. namely because the bubbles in the liquid were too big, and i had too much blank area to fill for each frame. so i worked out an adequate liquid base, then filled it with recolored bubbles that i already isolated(you can find them under the lava terrain in my patch). looks good, but i may need to darken the liquid; i haven't decided yet.
an old gif to show the bubble animation(this is before i lightened the dwelling itself. i think the liquid needs more interference other than the bubbles themselves):
the dwellings so far:
i remade the toxic waste pools(compare with above):
i fixed all of the oversized dwellings, to stick with the standard 64-pixel width, for consistency with the other dwellings in the game(i kinda hate doing that to the naga tank[weapons lab] and dreadnaught[weapons refinery] dwellings, but oh well). i also made the grunt's dwelling from the original NWC dwelling, and my first draft of a dump site. i have yet to improve the animation for the pyro dwelling.
i really have to fix the Forge dragon utopia, as it is an eyesore, but i'll save that for later. i have to fix the dwellings and other decor in the townscreen yet.
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fixed the glaring errors on the townscreen launchpads; though i still have fine-tuning to do for them. i shrunk the adv map air vent, and am currently gearing up to fix the Forge dragon utopia.
compared to the old towers, how do the new ones look(i also fixed some pixel issues)?
are the multiple smokestacks too much?
水晶是东西像云母 (标记为从源头发现了他们的"铀"),是放射性的所以在放射性环境中有意义。晶体不是唯一的东西就会冒出来;我有更多主题相关的东西计划。我不打算有毒绿色的也是真的很流行,只有一种颜色。我只离开晶体,如它们看起来像是会遭到辐射 (不过从可能的现实中删除)。虽然我可能地下伪造的东西,转向他们。-----------目前正在制定的 runway(launch pad)。我只是添加了孤立的雷达帧从 don_ko 的 psd 文件,因为它将很难了,我要切出原始的雷达帧从背景 (为什么 nwc 以前没有孤立他们,我也不知道)。我就得重新工作雷达帧,光来自于错误的方向,为自己需要的东西。我已经开始重新着色 recontrasting 帧以匹配现有的据点。我仍要解决实际的发射点,像他们有旧跑道灯的亮度。将必须隔离雷达的所有帧,作为他们的边缘也不适合完全;和我想点些什么我想要做,在 (什么将是最佳)。我也固定几个其他的事情;还有一些我不得不纠正的灯在另一个 def.我昨天休息和 redid 美杜莎住宅 (从 homm4 寺)。------我重新添加雷达帧后我再固定他们 (边缘固体,并重新着色/recontrasted 他们)。也有一些剩余的像素错误与每个帧,而我会把修如我去 (还有些一些公式将应用于所有这些之后的帧中的颜色问题)。但现在换回在转储地盘工作。到目前为止对这两个定义,我仍然要进行动画处理管流动有毒径流补充说:。我玩水为初始的垃圾场,以便光明有毒径流融为一体的其余部分 (和似乎逐渐污染)。我进行动画处理的径流和周边径流的有毒废物后,我将添加的桶。-------返工神像/无畏运动声音。------声音竞争的神像/dreadnaught(i'm now working on the naga tank movement sound, but everything i'm finding online has too much white noise mixed in),除了,我仍然有这个问题与"单击/爆震"从背景的运动声音的神像。编辑: audacity,发现一个"单击删除"功能已经使用它在各种灵敏度设置,但我能做的最好是只制服的声音;不能将它完全移除。至少我现在知道,它被称为"点击"。-------再返工神像运动声音从零开始 (初始摘录)。到目前为止,这听起来不错;没有点击率。我切开头和结尾 (当时发声,但微弱的点击) 的初始的插播,我将使用;atm 是纯伺服机械,没有机器冲压的声音。我使用的"节奏"选项而不"速度"选项,而且它似乎否定任何点击成为发声时下降到它需要超速后球场上的东西。我要去工作对每个声音的分开,要得到正确的节奏的动作,然后将它们添加在一起时做。它能解决这一问题。我会遇见我的手指。---------睡了一觉后我改进了伪造的火柱。我改为铜、 添加亮点,金属领域和固定像素 (也固定火像而不是旧的火,太多的背景,就像一小堆篝火混纺喷灯) 组。----------完成移动声音的神像/无畏级。没有点击这一次和整体的声音是比前两次更好。现在我可以移动,完成娜迦坦克声音。-------发现一些体面的声音在线 (比我已经) 娜迦罐。做了一些工作,然后我关掉了工作在这畜生的冒险地图上居住。我有的入口处,修复现在,然后,就可以。玄关是完成;我固定整个前面的墙上的过程中最重要的部分。我用 townscreen 建筑物的入口处作为一种模式什么我需要做。编辑: gif 张贴以用来显示我对蛮建设,做了什么,但我注意到更多的不一致。所以我固定,且现在建设完成。我将发布新的 gif 显示去年有所改善,但已删除了旧的框架。完成准备冒险地图射流弥诺陶洛斯居住的启动修复程序。--------我换出新的据点,但我可能还需要将它调暗。我也就该 pyro adv 地图住宅工作。我最初曾试图从 townscreen 住宅使用原始的熔融凝固汽油弹 (我怎么看它) 填充图层为住宅 NWC 无生命原火作 (其中我剪下并用于核心工作),但它并不令人满意。即由于气泡的液体都太大了,还有太多的空白区域,以填补每一帧。所以我计算出一个适当的液态基地,然后填上我已隔离的上色泡沫 (你可以找到他们在熔岩地形下我修补程序中)。看起来不错,但可能需要变暗的液体;我还没有决定。旧的 gif 显示气泡动画 (这是之前我点亮了住宅本身。 我认为液体需要更多干扰泡沫本身以外):到目前为止的住房:我重塑有毒废物池 (比较与以上):i fixed all of the oversized dwellings, to stick with the standard 64-pixel width, for consistency with the other dwellings in the game(i kinda hate doing that to the naga tank[weapons lab] and dreadnaught[weapons refinery] dwellings, but oh well). i also made the grunt's dwelling from the original NWC dwelling, and my first draft of a dump site. i have yet to improve the animation for the pyro dwelling.i really have to fix the Forge dragon utopia, as it is an eyesore, but i'll save that for later. i have to fix the dwellings and other decor in the townscreen yet.----------fixed the glaring errors on the townscreen launchpads; though i still have fine-tuning to do for them. i shrunk the adv map air vent, and am currently gearing up to fix the Forge dragon utopia.compared to the old towers, how do the new ones look(i also fixed some pixel issues)?are the multiple smokestacks too much?
正在翻譯中..