New Terrain Variations
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- Inactive Developer
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you've a good timing, we've been just discussing the merge on the developer mailing list and ircpekka wrote:I'm trying to hasten the merging of terrain branch here - the elven castle is now complete. I tried to fix the wall. I'll finish the keep soon.
No date is set yet but will be soon, but I like your method of hastening the castle looks good
Yeah, I've been lurking on the mailing list. And that made me haste with the rest of the castle. So, here are the complete elven castle files. The castle floor idea of Eleazaar's isn't implemented, though.SkeletonCrew wrote: you've a good timing, we've been just discussing the merge on the developer mailing list and irc
No date is set yet but will be soon, but I like your method of hastening the castle looks good
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Forgive me, but I have a question:
Does it look to you, as it does to me, that the keeps in this artwork have a highly raised floor? See the attached image for reference: the lower castle wall is 24 pixels high, but the upper castle wall is only 6 pixels high! Such a drastic difference does not give me an impression of depth into the hex, but rather it gives me the impression of the floor being about 2/3 the way up the wall!
Look at the circled portion and see if you see it the way I do, or if this is just an optical illusion. I expect that extending the north walls downward would help remove the appearance, but as for how many pixels, that would be a guess.
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Compare it to the other walls as well, which I think work better, even though the northern walls are a tad higher than the southern walls:
Does it look to you, as it does to me, that the keeps in this artwork have a highly raised floor? See the attached image for reference: the lower castle wall is 24 pixels high, but the upper castle wall is only 6 pixels high! Such a drastic difference does not give me an impression of depth into the hex, but rather it gives me the impression of the floor being about 2/3 the way up the wall!
Look at the circled portion and see if you see it the way I do, or if this is just an optical illusion. I expect that extending the north walls downward would help remove the appearance, but as for how many pixels, that would be a guess.
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Compare it to the other walls as well, which I think work better, even though the northern walls are a tad higher than the southern walls:
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- elven_castle2.jpeg (49.96 KiB) Viewed 7787 times
Hmm.. I'm not sure if I understood correctly, but the keep floor really should look like raised. It is the roof of the keep.JW wrote:Does it look to you, as it does to me, that the keeps in this artwork have a highly raised floor? See the attached image for reference: the lower castle wall is 24 pixels high, but the upper castle wall is only 6 pixels high! Such a drastic difference does not give me an impression of depth into the hex, but rather it gives me the impression of the floor being about 2/3 the way up the wall!
Ah yes, that makes it perfectly understandable. Forgive me again, but I didn't perceive that as a ceiling. The pattern on it gives me the impression that it is a floor, not a roof. With the knowledge that it is a roof though, it does look perfectly correct in terms of perspective.pekka wrote:Hmm.. I'm not sure if I understood correctly, but the keep floor really should look like raised. It is the roof of the keep.JW wrote:Does it look to you, as it does to me, that the keeps in this artwork have a highly raised floor? See the attached image for reference: the lower castle wall is 24 pixels high, but the upper castle wall is only 6 pixels high! Such a drastic difference does not give me an impression of depth into the hex, but rather it gives me the impression of the floor being about 2/3 the way up the wall!
Thanks for clearing that up for me.
Here is the reason for that. Compare the cameras 1 & 2 that are directed at the wall. The thing in the middle of the cameras represents the cross-section of the castle wall. Of course the perspective can't be 1:1 realistic in the whole castle/keep, and thats because every castle is assembled from pieces and castle sizes varies.JW wrote:Compare it to the other walls as well, which I think work better, even though the northern walls are a tad higher than the southern walls:
Believe me, I've been struggling with these questiongs and I know what I'm talking about. I've been working with the castles for 1.5 years now.
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- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
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I committed the elvish castle, currently using the code "Cef", "Ce" already being taken by the encampment. The castle WML is a bit confusing, i'm not sure if that choice was the best one for wildcarding. Since it's not yet, used that should be easy to change.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
We should keep the "Ce" for encampments only. As soon as we add another encampment variation (like ruined encampment), we will need wildcards.Eleazar wrote:I committed the elvish castle, currently using the code "Cef", "Ce" already being taken by the encampment. The castle WML is a bit confusing, i'm not sure if that choice was the best one for wildcarding. Since it's not yet, used that should be easy to change.
So I suggest to rename it to Cv (for elVish).
Aurë entuluva!
- grzywacz
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I get a weird feeling about this, it seems as if the village was standing on top of the S-W wall...
ORCS WIN!
User:Grzywacz Wiki Site
User:Grzywacz Wiki Site
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
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The village's shadow is too dark, and layers wrong.grzywacz wrote:I get a weird feeling about this, it seems as if the village was standing on top of the S-W wall...
These old "elven" villages need to be redone eventually.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity