Castle-chasm/lava transitions
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Castle-chasm/lava transitions
As I mentoned here, I'm trying to do transitons for the dwarven castle. Currently transitions with chasm and the new lava don't work at all.
I made a preliminary version of the chasm transition:
Corners don't work, so it's not yet usable but good enough for (hopefully) helpful comments.
When I'm done, I plan to do the same with lava.
I made a preliminary version of the chasm transition:
Corners don't work, so it's not yet usable but good enough for (hopefully) helpful comments.
When I'm done, I plan to do the same with lava.
Aurë entuluva!
More or less done:
I might still do some polishing, but it's completely usable (well, at least more usable than before. I can't support all kinds of transitions - castle/chasm/wall and castle/chasm/lava won't work well unless I make special case tiles for them).
http://yavin.mogsoft.de/~mog/wesnoth/ch ... tle.tar.gz
The terrain-graphics.cfg in the tgz also includes code for my lava-transitions from this thread, so you'll need those files too.
I might still do some polishing, but it's completely usable (well, at least more usable than before. I can't support all kinds of transitions - castle/chasm/wall and castle/chasm/lava won't work well unless I make special case tiles for them).
http://yavin.mogsoft.de/~mog/wesnoth/ch ... tle.tar.gz
The terrain-graphics.cfg in the tgz also includes code for my lava-transitions from this thread, so you'll need those files too.
Aurë entuluva!
- Eleazar
- Retired Terrain Art Director
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Cool.
Underlighting on the lava castle would make it a little more convincing. â€â€Some highlights instead of shaddows on the undersides of things, or at least weaker shaddows.
Underlighting on the lava castle would make it a little more convincing. â€â€Some highlights instead of shaddows on the undersides of things, or at least weaker shaddows.
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
Well, I already did this at the towers, but I made the effect more visible. The (for now) finished result:Eleazar wrote:Underlighting on the lava castle would make it a little more convincing. —Some highlights instead of shaddows on the undersides of things, or at least weaker shaddows.
Tiles are here:
http://yavin.mogsoft.de/~mog/wesnoth/lava-castle.tar.gz
Aurë entuluva!
- Eleazar
- Retired Terrain Art Director
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Very nice.
Commited.
Commited.
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
Looks like those are only in trunk. As the new terrain system isn't merged yet, is there any other difference between trunk and branch preventing those to go into 1.2?
WesCamp-i18n - Translations for User Campaigns:
http://www.wesnoth.org/wiki/WesCamp
Translators for all languages required: contact me. No geek skills required!
http://www.wesnoth.org/wiki/WesCamp
Translators for all languages required: contact me. No geek skills required!
- Eleazar
- Retired Terrain Art Director
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I know of no reason these (and any other terrain modification currently in trunk) shouldn't go into 1.2. But i'm ignorant of the procedure. Until a couple days ago i thought the trunk became 1.2. How do i access 1.2?torangan wrote:Looks like those are only in trunk. As the new terrain system isn't merged yet, is there any other difference between trunk and branch preventing those to go into 1.2?
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
You've got to make a checkout of the 1.2 branch using:
svn co svn+ssh://eleazar@svn.gna.org/svn/wesnoth/branches/1.2
Alternatively you could ask Isaac to merge your changes into the branch. That's the way developers who don't want to work on both use.
svn co svn+ssh://eleazar@svn.gna.org/svn/wesnoth/branches/1.2
Alternatively you could ask Isaac to merge your changes into the branch. That's the way developers who don't want to work on both use.
WesCamp-i18n - Translations for User Campaigns:
http://www.wesnoth.org/wiki/WesCamp
Translators for all languages required: contact me. No geek skills required!
http://www.wesnoth.org/wiki/WesCamp
Translators for all languages required: contact me. No geek skills required!
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
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Ok, inspired by the flurry of activity in the lava/cave area, i've added a cobbled floor to the dwarvish keep, and an additional base tile to the lava.
I did notice that dwarven keeps cause the walls to use the chasm transition to lava.
I'll try to merge the changes into 1.2 in the next few days. I think i'm technologically able.
I did notice that dwarven keeps cause the walls to use the chasm transition to lava.
I'll try to merge the changes into 1.2 in the next few days. I think i'm technologically able.
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- dwarf-floor.jpg (81.1 KiB) Viewed 6463 times
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
there is a error in the following line:Eleazar wrote:I did notice that dwarven keeps cause the walls to use the chasm transition to lava.
Code: Select all
{TERRAIN_ADJACENT_CORNER_FLAG1 K l l 52,76 keep-of-o chasm-dcastle-convex}
Aurë entuluva!
- Eleazar
- Retired Terrain Art Director
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- Joined: July 16th, 2004, 1:47 am
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fixed in trunk.
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