Search found 2373 matches
- January 16th, 2011, 5:57 pm
- Forum: WML Workshop
- Topic: (solved) [terrain_graphics] layering question
- Replies: 8
- Views: 1194
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...
- January 11th, 2011, 4:21 am
- Forum: Developers’ Discussions
- Topic: [engine] Generate black backgrounds for art on install?
- Replies: 39
- Views: 18712
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...
- January 10th, 2011, 5:11 pm
- Forum: Art Contributions
- Topic: Comment on Eleazar's Terrain Improvements or other threads
- Replies: 153
- Views: 34324
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...
- December 14th, 2010, 6:34 pm
- Forum: Art Contributions
- Topic: My Terrain (Mine!)
- Replies: 847
- Views: 246711
Re: My Terrain (Mine!)
Thanks Doofus,
Committed the wood floor transitions. There are still some glitches, but not so bad as in the screenshot.
Committed the wood floor transitions. There are still some glitches, but not so bad as in the screenshot.
- December 13th, 2010, 12:40 am
- Forum: Art Workshop
- Topic: City terrain
- Replies: 66
- Views: 15421
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 gr...
- December 12th, 2010, 4:53 pm
- Forum: Art Workshop
- Topic: Magical Attack Icons (part 4 added)
- Replies: 38
- Views: 18781
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...
- December 12th, 2010, 4:35 pm
- Forum: Art Contributions
- Topic: Wave animation - possible useful reference
- Replies: 4
- Views: 2098
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.
I encourage someone to make a better one, though i caution that it is a lot more complicated than you might think.
- December 6th, 2010, 7:22 pm
- Forum: Art Workshop
- Topic: Magical Attack Icons (part 4 added)
- Replies: 38
- Views: 18781
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...
- December 1st, 2010, 4:07 am
- Forum: Off-Topic
- Topic: What could a ghost give YOU?
- Replies: 23
- Views: 3831
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.
A: Information. Seriously, one of the most valuable commodities in war.
- November 30th, 2010, 6:00 pm
- Forum: Art Development
- Topic: Interesting medieval font
- Replies: 31
- Views: 20958
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)...
- November 29th, 2010, 7:56 pm
- Forum: Art Development
- Topic: Interesting medieval font
- Replies: 31
- Views: 20958
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 artis...
- November 17th, 2010, 10:52 pm
- Forum: Off-Topic
- Topic: so, after 1.9, what?
- Replies: 30
- Views: 8207
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 Ameri...
- November 16th, 2010, 5:00 pm
- Forum: Art Contributions
- Topic: Comment on Eleazar's Terrain Improvements or other threads
- Replies: 153
- Views: 34324
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...
- November 15th, 2010, 3:25 am
- Forum: Art Development
- Topic: Units height relative to villages
- Replies: 4
- Views: 7816
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.

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.
- November 15th, 2010, 3:12 am
- Forum: Art Contributions
- Topic: Comment on Eleazar's Terrain Improvements or other threads
- Replies: 153
- Views: 34324
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...