Search found 826 matches

by Christophe33
August 28th, 2004, 4:03 am
Forum: Art Contributions
Topic: Underground terrains
Replies: 29
Views: 3948

I didn't had much time to do graphics this week. Here is just a variation using Ayin's cave floor as background. It's OK but not great with the mushrooms and looks quite bad with the stalagmits. I think I will keep my background or will have to recolor Ayin's as well as the cave wall (witch are good...
by Christophe33
August 28th, 2004, 3:54 am
Forum: Art Contributions
Topic: Casstle edge are too...
Replies: 12
Views: 2295

I agree that the castle tend to look too sharp with their outline...but I think more terrain should have sharp outline when justified (houses, villages, bridges, hills, montains) or at lest sharp features rather than blured out.
by Christophe33
August 25th, 2004, 6:37 pm
Forum: Art Contributions
Topic: ice terrain?
Replies: 44
Views: 4644

About the ice terrain: The one witch was used is an really old version I made and that should have been replaced with a more recent one 6 month ago. I noticed it wasn't the case about 2 month ago and informed Dave about it. It was apparently a simple mistake of using tan outdated file and Cedric was...
by Christophe33
August 24th, 2004, 9:19 pm
Forum: Developers’ Discussions
Topic: Mermen Tree Proposal
Replies: 160
Views: 16564

Adding new terrain doesn't make the game harder since it influence just the same basic parameters: mvt cost and defense but it adds diversity and can improve the tactic aspect of the game. If people wants more water based units, maps and scenario, adding some more terrain is logic too. Ford and brid...
by Christophe33
August 24th, 2004, 7:28 pm
Forum: Developers’ Discussions
Topic: Now for those drakes.
Replies: 201
Views: 15867

The graphics are nice but to cluttery and with too much details that leads to confusion. I think you should simplify somewhat by taking away the belts, shading more the tails, rounding up the armors...
by Christophe33
August 24th, 2004, 7:06 pm
Forum: Developers’ Discussions
Topic: Mermen Tree Proposal
Replies: 160
Views: 16564

I like the merfolk and would alos like to see them used more. I think the tail of the merman is too small (not wide enought). While it would be nice to have water battles, to get them effective we will need some changes to get the fight more interesting from a tactical and strategic point of view. R...
by Christophe33
August 23rd, 2004, 9:29 pm
Forum: Art Contributions
Topic: Creating images with alpha channel using Graphic Converter
Replies: 17
Views: 2456

I'm usually using graphic converter (4.9 for the moment) to add a proper alpha channel after doing the image in photoshop. Before that I problem like the one you described. For any reason, the photoshop version of png doesn't work well in BfW (I have a old photoshop). What I do is open the image sav...
by Christophe33
August 23rd, 2004, 8:14 pm
Forum: Art Contributions
Topic: Canyons
Replies: 46
Views: 4053

Actually 4 letters would be needed if we also want to add a snow version (for outdoor). Yes I have most of the canyons saved as separate layers, so it should not be a major work to get it as a separate overlay even though there might be some technical problems with the transparency I used for the ca...
by Christophe33
August 23rd, 2004, 7:39 pm
Forum: Art Contributions
Topic: Smoother Hills
Replies: 12
Views: 1575

The last hills graphic.
by Christophe33
August 23rd, 2004, 7:37 pm
Forum: Art Contributions
Topic: Smoother Hills
Replies: 12
Views: 1575

I did made slightly smoother hills already and sent them to Cedric and Dave but there seemed to be a format problem. The main reason for the change was some color problems (with other terrain) and to improve the transitions, as well as to add some water transitions. Here are the files and graphics. ...
by Christophe33
August 14th, 2004, 11:10 pm
Forum: Art Contributions
Topic: Request For Simple Dwarves
Replies: 26
Views: 3263

The last one is the best but it still looks like an axe. The proportion are somewhat wrong. The shaft should be wider while the hammerhead should be less wide.
by Christophe33
August 14th, 2004, 11:06 pm
Forum: Art Development
Topic: New grassland and forest to water transitions
Replies: 30
Views: 8317

Yes it is a very good idea. I think the height of the transitional cliff is a bit big and should be reduce by half maybe but its really cute. I also like the white/light blue edge with the water. I made such kind of light blue water transition for hills (and sent them to Cedric and Dave sometime ago...
by Christophe33
August 14th, 2004, 6:40 am
Forum: Ideas
Topic: all units like necrophage?
Replies: 21
Views: 2610

I also like the campaign and the challenge the AI presents. So making things easier for player but not for the AI might upset too much the balance of the game. On the Necrophage unit, I have never faced it yet but I had the idea of a series of magic unit, like an air elemental with maybe 20 HP (o30 ...
by Christophe33
August 14th, 2004, 6:28 am
Forum: Art Contributions
Topic: Request For Simple Dwarves
Replies: 26
Views: 3263

I made some dwarfwielding a hammer shown at http://www.wesnoth.org/forum/viewtopic.php?t=2244&postdays=0&postorder=asc&start=0 if it helps. You are welcome to reuse the hammer and hammer throwing part if you want. I will rework this dwarf and my other dwarf units later, after I'm done with most on t...
by Christophe33
August 13th, 2004, 10:43 pm
Forum: Art Contributions
Topic: Underground terrains
Replies: 29
Views: 3948

Here is a quick post of mushroom variants, including a pale one just for Jetryl. The rest will have to wait a week.