Castle-chasm/lava transitions

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mog
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Castle-chasm/lava transitions

Post by mog »

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:
Image

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.
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Jetrel
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Post by Jetrel »

Jetryl's commentary:

"That looks awesome."

A great idea, with a great execution.
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Post by mog »

More or less done:
Image

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.
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Post by mog »

WIP: Castle-lava transition:
Image

What do you think about the amount of lightning? I might make the lava glow a bit stronger, but I'm not quite sure about it.
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Post by Eleazar »

Cool.

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.
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Post by mog »

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.
Well, I already did this at the towers, but I made the effect more visible. The (for now) finished result:
Image

Tiles are here:
http://yavin.mogsoft.de/~mog/wesnoth/lava-castle.tar.gz
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Eleazar
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Post by Eleazar »

Very nice.
:shock:

Commited.
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Post by JW »

Holy crap that's good. :shock:
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Post by torangan »

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?
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Post by Eleazar »

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?
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?
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Post by torangan »

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.
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Post by Eleazar »

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.
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Post by freim »

Eleazar wrote: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.
Not bad, although something is bothering me about the perspective...
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Post by mog »

Eleazar wrote:I did notice that dwarven keeps cause the walls to use the chasm transition to lava.
there is a error in the following line:

Code: Select all

{TERRAIN_ADJACENT_CORNER_FLAG1 K      l      l       52,76 keep-of-o chasm-dcastle-convex}
chasm should of course be lava.
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Post by Eleazar »

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.
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