Search found 69 matches
- December 1st, 2005, 10:19 pm
- Forum: Art Development
- Topic: paved roads
- Replies: 99
- Views: 38940
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...
- November 22nd, 2005, 11:02 pm
- Forum: Art Development
- Topic: paved roads
- Replies: 99
- Views: 38940
- November 22nd, 2005, 9:25 pm
- Forum: Art Development
- Topic: paved roads
- Replies: 99
- Views: 38940
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...
- November 22nd, 2005, 7:34 pm
- Forum: Art Development
- Topic: paved roads
- Replies: 99
- Views: 38940
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...
- November 22nd, 2005, 6:28 pm
- Forum: Art Development
- Topic: paved roads
- Replies: 99
- Views: 38940
- November 22nd, 2005, 4:59 pm
- Forum: Art Development
- Topic: paved roads
- Replies: 99
- Views: 38940
- November 21st, 2005, 9:11 pm
- Forum: Art Development
- Topic: paved roads
- Replies: 99
- Views: 38940
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...
- November 21st, 2005, 7:25 pm
- Forum: Art Development
- Topic: Request: New unpassable terrain
- Replies: 77
- Views: 25273
- November 18th, 2005, 7:13 pm
- Forum: Ideas
- Topic: Dark Forest
- Replies: 98
- Views: 19832
- November 18th, 2005, 7:00 pm
- Forum: Developers’ Discussions
- Topic: Moving to two-letter terrain codes
- Replies: 27
- Views: 9976
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...
- November 18th, 2005, 6:53 pm
- Forum: Developers’ Discussions
- Topic: Moving to two-letter terrain codes
- Replies: 27
- Views: 9976
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...
- November 17th, 2005, 7:40 pm
- Forum: Developers’ Discussions
- Topic: Moving to two-letter terrain codes
- Replies: 27
- Views: 9976
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...
- November 17th, 2005, 6:45 pm
- Forum: Art Contributions
- Topic: Dwarven ruin
- Replies: 60
- Views: 11493
- November 17th, 2005, 6:20 pm
- Forum: Art Contributions
- Topic: Fall Tree
- Replies: 35
- Views: 8518
- November 17th, 2005, 6:17 pm
- Forum: Art Contributions
- Topic: Dwarven ruin
- Replies: 60
- Views: 11493