Search found 2373 matches

by Eleazar
January 16th, 2011, 5:57 pm
Forum: WML Workshop
Topic: (solved) [terrain_graphics] layering question
Replies: 8
Views: 1112

Re: [terrain_graphics] layering question

Unfortunately, those walls are very problematic, built in a somewhat non-standard way. They have lots of layering issues, which i haven't previously been able to resolve. The ultimate solution is, i think, to redo the wall macros and images in a more standard way so they work with the cave wall, etc...
by Eleazar
January 11th, 2011, 4:21 am
Forum: Developers’ Discussions
Topic: [engine] Generate black backgrounds for art on install?
Replies: 39
Views: 18104

Re: [engine] Generate black backgrounds for art on install?

Hmm, there are definitely visible differences between my and tsi's versions of the portraits and the ones you generated. But honestly the differences don't look too bad to me. I'd like to hear what the other portrait artists have to say to this minimal quality loss. I think I could live with it. IM...
by Eleazar
January 10th, 2011, 5:11 pm
Forum: Art Contributions
Topic: Comment on Eleazar's Terrain Improvements or other threads
Replies: 153
Views: 32730

Re: Comment on Eleazar's Terrain Improvements or other threa

even when they neighbour they blend so much you have to look deeply into it to notice a difference I've failed to notice the difference before, myself, and I bet it would cause a lot more frustration for a newbie. Something that makes such a large game play difference should have an equally large g...
by Eleazar
December 14th, 2010, 6:34 pm
Forum: Art Contributions
Topic: My Terrain (Mine!)
Replies: 847
Views: 236699

Re: My Terrain (Mine!)

Thanks Doofus,

Committed the wood floor transitions. There are still some glitches, but not so bad as in the screenshot.
by Eleazar
December 13th, 2010, 12:40 am
Forum: Art Workshop
Topic: City terrain
Replies: 66
Views: 14820

Re: A new terrain type?

It's a bunch of work, but the ideal solution (which also doesn't discard any graphics) is to: - switch all races to using "towers"/"strongholds" as the resource-granting terrain. - keep our existing village graphics for use as "sparse" settlements - make new village graphics, compatible with the ex...
by Eleazar
December 12th, 2010, 4:53 pm
Forum: Art Workshop
Topic: Magical Attack Icons (part 4 added)
Replies: 38
Views: 18206

Re: Magical Attack Icons

This is the first installment of a larger set. Some of the additional icons are determined, but i'm open to hearing what else potential users would want to see. No guarantees that any of the suggestions will be used. Please put that feedback in the item's comments at opengameart.org so it will be al...
by Eleazar
December 12th, 2010, 4:35 pm
Forum: Art Contributions
Topic: Wave animation - possible useful reference
Replies: 4
Views: 2032

Re: Wave animation - possible useful reference

The wave animation IS sorta a WIP. I'm not happy with it, but put it out there so someone could follow without having to figure out the cutting from scratch.
I encourage someone to make a better one, though i caution that it is a lot more complicated than you might think.
by Eleazar
December 6th, 2010, 7:22 pm
Forum: Art Workshop
Topic: Magical Attack Icons (part 4 added)
Replies: 38
Views: 18206

Magical Attack Icons (part 4 added)

These were not commissioned for Wesnoth, but they are very similar in style to Wesnoth's attack icons. Some of them should be useful for user-made factions. For more information, or to download them, go to: http://opengameart.org/content/painterly-spell-icons-part-1 http://opengameart.org/content/pa...
by Eleazar
December 1st, 2010, 4:07 am
Forum: Off-Topic
Topic: What could a ghost give YOU?
Replies: 23
Views: 3630

Re: What could a ghost give YOU?

Q: What could a ghost give YOU?

A: Information. Seriously, one of the most valuable commodities in war.
by Eleazar
November 30th, 2010, 6:00 pm
Forum: Art Development
Topic: Interesting medieval font
Replies: 31
Views: 20317

Re: Interesting medieval font

Anyway, it's not as if the logo in each language would need to be rendered by a native speaker. A single artist if provided a list of the proper translation of "Battle for Wesnoth" in our all current languages could render them all out in a single sitting (after the logo had been designed). The abov...
by Eleazar
November 29th, 2010, 7:56 pm
Forum: Art Development
Topic: Interesting medieval font
Replies: 31
Views: 20317

Re: Interesting medieval font

It shouldn't be necessary to distribute all fonts with the game, and therefore GPL shouldn't be required. The use under discussion is not is not for arbitrary text, but as a tool to help us make "art" i.e. the Wesnoth logotype saved as a PNG. The only people that need it would be the artists that ma...
by Eleazar
November 17th, 2010, 10:52 pm
Forum: Off-Topic
Topic: so, after 1.9, what?
Replies: 30
Views: 7767

Re: so, after 1.9, what?

Even then, it's still not a number, thousand separation markers (when used, in English they're usually omitted these days in favour of spaces) only occur every three figures, not every one. Maybe on your side of the "pond"... Spaces used for thousand separators are extremely rare in American English.
by Eleazar
November 16th, 2010, 5:00 pm
Forum: Art Contributions
Topic: Comment on Eleazar's Terrain Improvements or other threads
Replies: 153
Views: 32730

Re: Comment on Eleazar's Terrain Improvements or other threa

Looks like you are trying to change the perspective of the ends. Red marks yours, Green marks my original lines. floor.jpg That angle is important and not arbitrary, it matches the walls and anything that goes straight across a line of hexes going diagonal. Its the angle you get drawing a straight l...
by Eleazar
November 15th, 2010, 3:25 am
Forum: Art Development
Topic: Units height relative to villages
Replies: 4
Views: 7598

Re: Units height relative to villages

I was afraid this would be another thread complaining that units and terrain use different scales. :?

Thanks zookeeper. When positioning villages in an image, you need to make sure they still fit when surrounded by castle, but a spot check seems to confirm you were aware of this.
by Eleazar
November 15th, 2010, 3:12 am
Forum: Art Contributions
Topic: Comment on Eleazar's Terrain Improvements or other threads
Replies: 153
Views: 32730

Re: Comment on Eleazar's Terrain Improvements or other threa

I think this is the best place to mention this. Yep, this is the right place. Thanks for the plaudits, credit goes to several other people as well, including a couple that replied to you. 1: The wooden floor needs transitions - especially to the water - so it could be used for a terrace or somethin...