farms
Moderator: Forum Moderators
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
farms
Something i've wanted to add is is farmland. Naturally for movement it will be the same as grass. But it will help set the scene for scenarios, and make the difference between wilderness and civilized areas more distinct. Also the state of the crops can be used to indicate the time of year. Because i'd like to make more than a few kinds, i want to call this one Rfvs (Road[i.e. dirt] Farm Vegetable Spring).
I tried a couple times, but i couldn't get the terrain WML to work. Parts of that tangle still remain a mystery to me.
Attached are the images. Yes, i know there are only 4 transitions. That's all it needs.
I tried a couple times, but i couldn't get the terrain WML to work. Parts of that tangle still remain a mystery to me.
Attached are the images. Yes, i know there are only 4 transitions. That's all it needs.
- Attachments
-
- farm-veg-spring.zip
- (56.08 KiB) Downloaded 544 times
-
- farm.jpg (58.33 KiB) Viewed 7978 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
That looks great!
I wrote the neccessary wml. I used the normal dirt-transition, which makes some transitions look a bit strange:
I could layer the dirt on top, so we wouldn't have plants on grassland, but I don't really like the dirt transition.
I implemented the terrain using overlay graphics, so we could probably do without the transition graphics (like forest/swamp do).
Shall I commit it?
I wrote the neccessary wml. I used the normal dirt-transition, which makes some transitions look a bit strange:
I could layer the dirt on top, so we wouldn't have plants on grassland, but I don't really like the dirt transition.
I implemented the terrain using overlay graphics, so we could probably do without the transition graphics (like forest/swamp do).
Shall I commit it?
Aurë entuluva!
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
Please commit. A farm with questionable transitions is better than no farm.mog wrote:That looks great!
I wrote the neccessary wml. I used the normal dirt-transition, which makes some transitions look a bit strange:
I could layer the dirt on top, so we wouldn't have plants on grassland, but I don't really like the dirt transition.
I implemented the terrain using overlay graphics, so we could probably do without the transition graphics (like forest/swamp do).
Shall I commit it?
• I think Jetryl is right about the perspective.
• it generally makes more sense to leave the grass etc. transitions over the dirt. And i agree dirt is currently ugly.
• i can't decide if i like or dislike the overlapping transitions. On one hand it gives the impression of a less mechanical type of farming. On the other hand, farming amid the trees is weird. Possibly forests should use the "castle" version when adjacent to farms.
Of course the basic farm could still be created as a single layered graphic, but i wanted to maximize compatibility with any possible changes to the dirt and/or allow crops to be planted on different soils.
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
-
- Retired Developer
- Posts: 2633
- Joined: March 22nd, 2004, 11:22 pm
- Location: An Earl's Roadstead
I would disable the transitions. Even in medieval times, farmland had fairly sharp boundaries defined by where the farmer plowed the field.
"you can already do that with WML"
Fight Creeeping Biggerism!
http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358
*committed*
But using the small forest variation next to farmland is a good idea, so I implemented it.
*committed*
Forests are not the only problem. There are glitches with castles, moutains, hills, water, etc... I managed to fix the worst offenders by disabling transitions next to these terrains.Eleazar wrote:i can't decide if i like or dislike the overlapping transitions. On one hand it gives the impression of a less mechanical type of farming. On the other hand, farming amid the trees is weird. Possibly forests should use the "castle" version when adjacent to farms.
But using the small forest variation next to farmland is a good idea, so I implemented it.
*committed*
I think you misunderstood me. I meant using farm graphics that overlap the hex so we wouldn't need the transition graphics (The farmland images would overlap each other a bit, but that wouldn't matter in this case). The farmland would still be independent from the base terrain.Eleazar wrote:Of course the basic farm could still be created as a single layered graphic, but i wanted to maximize compatibility with any possible changes to the dirt and/or allow crops to be planted on different soils.
Aurë entuluva!
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
Thanks.mog wrote:*committed*
I think you misunderstood me. I meant using farm graphics that overlap the hex so we wouldn't need the transition graphics (The farmland images would overlap each other a bit, but that wouldn't matter in this case). The farmland would still be independent from the base terrain.Eleazar wrote:Of course the basic farm could still be created as a single layered graphic, but i wanted to maximize compatibility with any possible changes to the dirt and/or allow crops to be planted on different soils.
No, i understood what you meant by having the graphics overlap. If fact i did that already, though inconsistently. I was just brain-storming about other possibilities.
Probably the best course is to abandon the vegetable transitions and to create a "castle" version of the plants to be adjacent to tall things.
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
How about some other directional variants ?
I mean north-south or northwest-southeast variants of the farmland.
The second (nw-se) one is perhaps trivial to do (just flip the graphics), the first (n-s) one might not look good.
I mean north-south or northwest-southeast variants of the farmland.
The second (nw-se) one is perhaps trivial to do (just flip the graphics), the first (n-s) one might not look good.
"Ooh, man, my mage had a 30% chance to miss, but he still managed to hit! Awesome!" -- xtifr
I like this...
One thing with the vertical perspective might be that it looks like the plants stand further apart than their height. That gives me the impression that I'm looking at the field almost from directly above. I guess the top of the plants would overlap the bottom part of the next row in wesnoth's perspective, but I don't trust my judgement in this altogether.
It would be great if some of the rows of plants had a few bumps in them, perhaps as variations.
One thing with the vertical perspective might be that it looks like the plants stand further apart than their height. That gives me the impression that I'm looking at the field almost from directly above. I guess the top of the plants would overlap the bottom part of the next row in wesnoth's perspective, but I don't trust my judgement in this altogether.
It would be great if some of the rows of plants had a few bumps in them, perhaps as variations.
Try some Multiplayer Scenarios / Campaigns