I'd hazard a guess that rabbits/chickens simply can't drink tanning fluid, and go completely Dormant. They may have produced some offspring between applying the fluid and going dormant (they do it when they check for fodder/water and there's none) which made this less obvious.* [[Rabbit Hutch]] & [[Chicken Coop]] accept bark and brains. Turning there water into tanning fluid. (<i>Which significantly slows down there breading speed. Rabbit Hutch at least</i>).
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vatas
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Re: Ring of Brodgar Wiki
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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mvgulik
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Re: Ring of Brodgar Wiki
Hmm yea, now that you mention it. That is an distinct alternative which actually makes more sense.vatas wrote:I'd hazard a guess that rabbits/chickens simply can't drink tanning fluid, and go completely Dormant. They may have produced some offspring between applying the fluid and going dormant (they do it when they check for fodder/water and there's none) which made this less obvious.* [[Rabbit Hutch]] & [[Chicken Coop]] accept bark and brains. Turning there water into tanning fluid. (<i>Which significantly slows down there breading speed. Rabbit Hutch at least</i>).
(Lacking useful data recollection from when I cleaned that mess up.
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IsThisRad
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Re: Ring of Brodgar Wiki
Okay I figured out better renders. My first solution: using ResForge to replace brick paving to a solid green chroma color.

This works, but unfortunately dynamic daylight lighting and clouds passing overhead mean anything outdoors is inconsistently lit. My solution here was instead replacing nil (texture for no tile indoors) & indoor board flooring textures with a solid green chroma color.

I couldn't find the wall texture. Whatever
This is then color-to-alpha'd out in Gimp (don't feel like cracking photoshop tee hee). There are a couple really happy things about this setup. We skip exporting models to Blender entirely, and everything matches in-game appearance perfectly... because it is in-game. We can use build previews for buildings, even if they cannot be indoors, and these previews inherently display default materials so that's one less thing to worry about. The ONLY exception something like a food trough, which I feel we'd prefer to render with food inside. Can probably change the display via ResForge, will figure that out.
Two examples of the final results (sizes can be changed obviously):

Have not yet tried to switch an object's model to a creature idle frame, because I know it's going to be annoying. Will figure that out too!

This works, but unfortunately dynamic daylight lighting and clouds passing overhead mean anything outdoors is inconsistently lit. My solution here was instead replacing nil (texture for no tile indoors) & indoor board flooring textures with a solid green chroma color.

I couldn't find the wall texture. Whatever
This is then color-to-alpha'd out in Gimp (don't feel like cracking photoshop tee hee). There are a couple really happy things about this setup. We skip exporting models to Blender entirely, and everything matches in-game appearance perfectly... because it is in-game. We can use build previews for buildings, even if they cannot be indoors, and these previews inherently display default materials so that's one less thing to worry about. The ONLY exception something like a food trough, which I feel we'd prefer to render with food inside. Can probably change the display via ResForge, will figure that out.
Two examples of the final results (sizes can be changed obviously):

Have not yet tried to switch an object's model to a creature idle frame, because I know it's going to be annoying. Will figure that out too!
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IsThisRad
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Re: Ring of Brodgar Wiki
Also, I should note that these are taken on a 1440p monitor with render scale at 2.0.
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mvgulik
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Re: Ring of Brodgar Wiki
Really like that windmill image.
Something I tried out some time ago with 'some' tree images was to include some general objects (used barrel or stone fence cp) as some relative size indicator of the tree.
Something I tried out some time ago with 'some' tree images was to include some general objects (used barrel or stone fence cp) as some relative size indicator of the tree.
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vatas
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Re: Ring of Brodgar Wiki
I was thinking, maybe simply use "Hearthling for scale?" and after hitting Random Page (admittedly inefficient way to find pages that may need some obvious improvement) I found that at least one page already does this:mvgulik wrote:Really like that windmill image.
Something I tried out some time ago with 'some' tree images was to include some general objects (used barrel or stone fence cp) as some relative size indicator of the tree.
https://ringofbrodgar.com/wiki/File:Zelkova_Tree.jpg
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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mvgulik
- Posts: 4085
- Joined: Fri May 21, 2010 2:29 am
Re: Ring of Brodgar Wiki
One issue I see with using a hearthling is its not really a general neutral object (Sex & Clothing!, and a bare hearthling probably looks silly in the long run. )
Barrel kinda is neutral (when empty). Although a bit dull, compared to a stone-fence_CP, but that also makes it less intrusive. Its just there for one thing only. Giving a sense of scale on the main object, but without attracting any additional attention to itself. (less is more in this case)
----
Pondering a bit more about it. It could potentially be placed behind the main subject so that only half of it (Barrel, CP, .?.) is showing.
(Would generally need to be placed against, or at least very near, the main object.)
Barrel kinda is neutral (when empty). Although a bit dull, compared to a stone-fence_CP, but that also makes it less intrusive. Its just there for one thing only. Giving a sense of scale on the main object, but without attracting any additional attention to itself. (less is more in this case)
----
Pondering a bit more about it. It could potentially be placed behind the main subject so that only half of it (Barrel, CP, .?.) is showing.
(Would generally need to be placed against, or at least very near, the main object.)
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vatas
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Re: Ring of Brodgar Wiki

Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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ZamAlex
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Re: Ring of Brodgar Wiki
Use one Mighty Sheep as size reference.
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IsThisRad
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Re: Ring of Brodgar Wiki
My inclination on this is that barrel for scale isn't a bad idea, but would make more sense as a gallery image. I think all infobox images should exclusively focus on the appearance of the object/building. I feel like in some situations a lowest common denominator user could think the barrel is part of the building and get confused lolmvgulik wrote:...Barrel kinda is neutral... Giving a sense of scale on the main object, but without attracting any additional attention to itself. (less is more in this case)
Actually, I've changed my mind I thinkZamAlex wrote:Use one Mighty Sheep as size reference.
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The request handler is overloaded