Search found 69 matches

by hands
December 1st, 2005, 10:19 pm
Forum: Art Development
Topic: paved roads
Replies: 99
Views: 24798

On yobbo's latest image the roads are, IMHO, not very good-looking. In the straight lines where there is grassland underneath they look ok, but the bulky things at the ends of the bridge and the bulky mass at the bottom right look very bad. Get over it :P. I agree with zookeeper. Unfortunately, the...
by hands
November 22nd, 2005, 11:02 pm
Forum: Art Development
Topic: paved roads
Replies: 99
Views: 24798

Here are the rest of the directional tiles. I hope they're useful.
by hands
November 22nd, 2005, 9:25 pm
Forum: Art Development
Topic: paved roads
Replies: 99
Views: 24798

If it is to be fixed up I think it should be drawn like the current chasm, so it can be of any width also. :? Maybe if I'm feeling ambitious one day, I'll ask for clarification on that. Here is a file that contains some possible tiles for a narrower road that could be overlaid on top of existing te...
by hands
November 22nd, 2005, 7:34 pm
Forum: Art Development
Topic: paved roads
Replies: 99
Views: 24798

We experiment with a lot of stuff not just one approach, but I think it's a good policy to replace when we have an alternative that looks better and works better. If not we would end up with heaps of half-finished, half-working duplicate terrain, basicly a mess. That's understandable, and I appreci...
by hands
November 22nd, 2005, 6:28 pm
Forum: Art Development
Topic: paved roads
Replies: 99
Views: 24798

The old canyon WML code couldn't properly use the tiles that it had, (unless there were no branches) That was my motivation for changing to the "castle-like" transitions for the chasm, but i discovered that it was a better method even if the old way worked perfectly. I understood that. I think your...
by hands
November 22nd, 2005, 4:59 pm
Forum: Art Development
Topic: paved roads
Replies: 99
Views: 24798

Hmm, it looks like the old "canyon" WML is perfectly suited for this. That seemed like the most logical solution when I first read it. The canyon WML would seem pefect if it behaved more consistently. There are points where canyons aren't connected correctly or they aren't connected in a very prett...
by hands
November 21st, 2005, 9:11 pm
Forum: Art Development
Topic: paved roads
Replies: 99
Views: 24798

I think it looks good. There are cases where your road could be used very nicely as-is (especially for indoor-type scenarios), but I think that it is too wide for most maps unless you want to rename it as highway or something. To clarify what I meant: I would like to see how this turned out if it wh...
by hands
November 21st, 2005, 7:25 pm
Forum: Art Development
Topic: Request: New unpassable terrain
Replies: 77
Views: 16928

yobbo wrote:This thread should be put out of its misery and shot.
I wholeheartedly agree. If someone wants to contribute some actual terrain at this point, that would be helpful. Otherwise, any comment that might have been useful has probably already been posted.
by hands
November 18th, 2005, 7:13 pm
Forum: Ideas
Topic: Dark Forest
Replies: 98
Views: 10594

Anyway, I still have a doubt: how do we make this mist "cover" part of a unit? I would like to see the bottom half of a unit "hidden" behind a thick wall of mist, as it is with water and swamps... IS that possible? Do you think it would look good? I think it would make at least some sense as long a...
by hands
November 18th, 2005, 7:00 pm
Forum: Developers’ Discussions
Topic: Moving to two-letter terrain codes
Replies: 27
Views: 6556

It seems to me what is needed is a transition to a comma seperated map. Each hex would be delimited by the commas, which would allow both multi-letter terrain definitions as well as layering ala eleazer's suggestion. For example: a,f,sv+/+xc,g d,m,m,v+m Could you please give a little more detail ab...
by hands
November 18th, 2005, 6:53 pm
Forum: Developers’ Discussions
Topic: Moving to two-letter terrain codes
Replies: 27
Views: 6556

Of course there should be some overarching, comprehensable, and flexable system for assigning the dual letters to each set of graphics. I'm just not sure what that should be. :wink: :lol: That's the crux of the matter. I think that if nothing else, this thread has led me to the conclusion that back...
by hands
November 17th, 2005, 7:40 pm
Forum: Developers’ Discussions
Topic: Moving to two-letter terrain codes
Replies: 27
Views: 6556

The problem arises when you want MOD-OBJ on top of MOD-BASE: snowy/ruined/normal human village on top of snowy/normal hills. At some point you're going to have to burn letters to either handle different modifications of the same object or to handle different objects of the same modification. I thin...
by hands
November 17th, 2005, 6:45 pm
Forum: Art Contributions
Topic: Dwarven ruin
Replies: 60
Views: 6472

I wasn't sure at what point more would be too much. You can keep playing with it if you like. Here are the files that I edited.
by hands
November 17th, 2005, 6:20 pm
Forum: Art Contributions
Topic: Fall Tree
Replies: 35
Views: 4859

Good progress!
by hands
November 17th, 2005, 6:17 pm
Forum: Art Contributions
Topic: Dwarven ruin
Replies: 60
Views: 6472

I'm not sure what you mean.