Search found 2373 matches

by Eleazar
July 2nd, 2011, 6:29 pm
Forum: Art Contributions
Topic: My Terrain (Mine!)
Replies: 847
Views: 235282

Re: My Terrain (Mine!)

I don't think that's going to work. Not because of any lack of artistic ability, you understand, but because it's a blatant breach of the laws of physics. It just doesn't look right. Clearly, but breaching the laws of physics is nothing new to Wesnoth. Is this the consensus though: It just doesn't ...
by Eleazar
July 2nd, 2011, 6:19 pm
Forum: Art Contributions
Topic: Elvish Treehouse Proposal
Replies: 42
Views: 16529

Re: Elvish Treehouse Proposal

Also feel free to produce a "house closely associated with the surrounding trees, that belongs in the forest",
rather than a "house actually up in the trees".

Either one could fulfill the role of a logical place for forest elves to live, but the first might be easier.
by Eleazar
July 2nd, 2011, 6:11 pm
Forum: Scenario & Campaign Development
Topic: What new terrain would be Great for your UMC?
Replies: 51
Views: 11079

Re: What new terrain would be Great for your UMC?

beetlenaut wrote:Underwater castles! Merman and nagas should be able to build castles instead of waiting for ruined human ones to sink.
That's been on the list for a long time, and thus i agree is a good idea.
by Eleazar
May 28th, 2011, 2:15 pm
Forum: Art Development
Topic: Eleazar's Terrain Improvements
Replies: 264
Views: 103863

Re: Eleazar's Terrain Improvements

New ocean in SVN: darker and more strongly textured:
by Eleazar
May 22nd, 2011, 8:48 pm
Forum: Art Workshop
Topic: Great Tree Contest :)
Replies: 24
Views: 9646

Re: Great Tree Contest :)

BTW, I didn't think of Lothlorien, though it should be the first associacion :). I rather thought of Yggdrasil and other large mythological cosmic trees. I didn't mean any replacement great tree had to be specifically Lothlorien-ish (which, since Tolkien was very much into Mythology, was probably i...
by Eleazar
May 21st, 2011, 10:14 pm
Forum: Art Contributions
Topic: Elvish Treehouse Proposal
Replies: 42
Views: 16529

Re: Elvish Treehouse Proposal

I don't have a concept in mind, and as mentioned elsewhere i'm not entirely sure any concept will really work in the space available. I know that's not very helpful, but i can't tell you exactly how to make something that works. I can just point out what i see that is and isn't' working. It's great ...
by Eleazar
May 21st, 2011, 10:02 pm
Forum: Art Development
Topic: Eleazar's Terrain Improvements
Replies: 264
Views: 103863

Re: Eleazar's Terrain Improvements

OK, i've heard the comments that the ocean and shallow water are too hard to distinguish. It's apparently a problem for a significant number of people, so i'll get on making some sort of adjustment, at least as a stop gap.
by Eleazar
May 21st, 2011, 9:55 pm
Forum: Art Workshop
Topic: Great Tree Contest :)
Replies: 24
Views: 9646

Re: Great Tree Contest :)

* The original "great trees" were intended to be a semi-magical Lothlorien type of tree that can be used to distinguish special elvish/magical areas of the forest from ordinary forest. That's why they stand out so much. I don't want to replace them with a totally mundane tree, but as mentioned earli...
by Eleazar
May 14th, 2011, 6:27 pm
Forum: Art Workshop
Topic: homunculus's two pixels
Replies: 119
Views: 44618

Re: homunculus's two pixels

Dead great tree committed!

I mixed the versions to get branch-end definition without it being too hard and pixelated.
by Eleazar
May 14th, 2011, 4:58 pm
Forum: Art Contributions
Topic: Elvish Treehouse Proposal
Replies: 42
Views: 16529

Re: Elvish Treehouse Proposal

This is pretty tough to get right.

I think you need to take a step back and look at the entire tile. You have a lot of small parts and details, but they aren't all working together to create a unified image. Too many small chunks of foliage for instance.
by Eleazar
May 14th, 2011, 4:36 pm
Forum: Art Contributions
Topic: vultraz's terrain suggestions
Replies: 12
Views: 4367

Re: vultraz's terrain suggestions

Not bad ideas mostly, but the bottleneck is artist's time, not lack of ideas. You're welcome to post like this, and try to whip up some action, just don't be heartbroken if nobody makes art for your ideas. Most of these things are previously suggested implemented, partially implemented, and/or on my...
by Eleazar
April 28th, 2011, 7:39 pm
Forum: Art Workshop
Topic: homunculus's two pixels
Replies: 119
Views: 44618

Re: homunculus's two pixels

Homunculus: Sorry i overlooked this. Your dead tree looks very good, makes my old ones look kinda shabby. I prefer some of the earlier ones, the high contrast pixel perfect branches of the latest are a little too stark. I don't see your name in the credits. Are you willing to release this under a GP...
by Eleazar
April 28th, 2011, 7:32 pm
Forum: Art Contributions
Topic: Dead Great Tree (split from Terrain Info & Links)
Replies: 6
Views: 3671

Re: Dead Great Tree (split from Terrain Info & Links)

Thanks shadowmaster. This is a general invitation: Feel free to PM me regarding terrain related topics. That's the best way to get my attention, there are too many non-terrain art threads for me to find all the relevant stuff. No need to post in thread dedicated to something else. Gleedads: As a gen...
by Eleazar
April 19th, 2011, 2:41 am
Forum: Scenario & Campaign Development
Topic: What new terrain would be Great for your UMC?
Replies: 51
Views: 11079

Re: What new terrain would be Great for your UMC?

Hm, in 1.6.5 there was a village, which looked like the tent in the keep of the encampment. In 1.9.5 I was surprised that it was gone and only desert-style small tents were available. I really liked that big tent. Why is it gone? IIRC, i shuffled the use of some tent graphics because previously it ...
by Eleazar
April 19th, 2011, 2:30 am
Forum: Users’ Forum
Topic: 1.9.5 swallow water / plain = bad terrain
Replies: 32
Views: 7251

Re: 1.9.5 swallow water / plain = bad terrain

I don't mess with add-ons much, so i'm not certain what the limitations are, but i've used addons that change the appearance of mainline terrain-- at least in certain contexts. If that isn't practicable, just prepare an alternate terrain image folder, (preserving files names and organization) that c...