New grassland and forest to water transitions

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quartex
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Post by quartex » August 18th, 2004, 4:05 pm

Thanks for the explanation. I didn't mean to argue over how it would be implemented before the graphics were even done. Do graphics first, then we can discuss how to use them. Better terrain and better transitions really a make a difference in Wesnoth.

freim
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Post by freim » August 18th, 2004, 6:15 pm

Ran into some transition difficulties with my new flat transition, so I had another idea: combining dessert/beach and grassland transition. Need some minor tweaking yet, but I think it look decent enough.

Note that there is a bug with grassland next to water with a village on it getting the wrong transition on these screenshots. It's being looked into.

Image

Circon
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Post by Circon » August 18th, 2004, 6:20 pm

The sand- deep water also looks strange.

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Jetrel
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Post by Jetrel » August 18th, 2004, 9:08 pm

Yeah, I would really support a revision of the first thing you posted in this thread. Do note that such a transition would work for shallow water. (Yes, I do mean that. I have a river and a stream that run through my hometown, and the banks of both look like that.


I think it would be nice to work out a flat transition for sand, and possibly for a marsh-grass terrain. The trick is, mainly, that small, sharp edges like this usually take effect around running water, and smooth edges are around lakes and open bodies of water with waves lapping against and smoothing out the shore.


So, normal grass and forest should have the "cliff" transition, and marsh grass/sand should have the flat transition. The map making engine should try and put the right terrains near the right kinds of water.

freim
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Post by freim » August 18th, 2004, 9:19 pm

Jetryl wrote:Yeah, I would really support a revision of the first thing you posted in this thread. Do note that such a transition would work for shallow water. (Yes, I do mean that. I have a river and a stream that run through my hometown, and the banks of both look like that.


I think it would be nice to work out a flat transition for sand, and possibly for a marsh-grass terrain. The trick is, mainly, that small, sharp edges like this usually take effect around running water, and smooth edges are around lakes and open bodies of water with waves lapping against and smoothing out the shore.


So, normal grass and forest should have the "cliff" transition, and marsh grass/sand should have the flat transition. The map making engine should try and put the right terrains near the right kinds of water.
Yeah, I'm still gonna make the cliff trans. also. After it's done we can try out different variations and see what fits the best.

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Post by Woodwizzle » August 20th, 2004, 8:04 pm

cobretti wrote:
Woodwizzle wrote:I agree with chris, bring the waterline up a little bit. But if you could, make the canyon thats showing now and that will be covered up by the water fade to transparent if you get me.
It is a transition with shallow water. Shallow.

That kind of effect would be extremely good with a transition to deep water, but is pointless with an extension of water that is no deeper than 1 meter. :wink:
I think you miss understood me. I don't want the original canyon images brought back in and faded into the water. What I was suggesting was raising the waterline on this new image a few pixels, and then just shading those few pixels to transpant.

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Post by cobretti » August 21st, 2004, 12:59 am

Woodwizzle wrote:
cobretti wrote: It is a transition with shallow water. Shallow.

That kind of effect would be extremely good with a transition to deep water, but is pointless with an extension of water that is no deeper than 1 meter. :wink:
I think you miss understood me. I don't want the original canyon images brought back in and faded into the water. What I was suggesting was raising the waterline on this new image a few pixels, and then just shading those few pixels to transpant.
Ooops :oops: . Sorry, I understood it the other way. Still, I think we have to see how it works before deciding if it is a good idea.

freim
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Post by freim » August 21st, 2004, 4:33 pm

I've started on the cliff tiles now. Made a few test tiles:

Image

I'm thinking that maybe some of the larger cracks/ravines are a little to large.

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Aleksi
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Post by Aleksi » August 21st, 2004, 4:39 pm

Wow, impressive!

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Post by Mkgego » August 21st, 2004, 5:34 pm

Aleksi wrote:Wow, impressive!
Yeah...really impressive...! GOOD WORK !
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For the horde :D

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Post by penguin » August 21st, 2004, 6:15 pm

i think that's the best terrain graphics I've seen for wesnoth yet! (although, i don't come to the forum that much, mostly IRC). i REALLY like the new water too!

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Post by Woodwizzle » August 21st, 2004, 6:19 pm

gorgeous. I still think the water line might look better a pixel or two higher though just because thats an awful steep falloff right now. But I'm just splitting hairs :)

Circon
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Post by Circon » August 21st, 2004, 6:42 pm

I agree. Gorgeous, but a bit steep/high.

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I Like

Post by Shade » August 21st, 2004, 7:01 pm

I like. I think the re-introduction of a hard edged terrain border is a good thing, and this looks good. So much of the new art makes it look like we've just discovered the joy of Alpha, or something :) (Not that I dislike alpha, just it's seeing a lot of use these days) A little more balance between hard and soft edges will be nice, and easier on my eyes.
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scott
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Post by scott » August 21st, 2004, 11:14 pm

can you use the [current high] cliff transition for grass-ocean

and

a modified cliff transition that is lower with overhanging grass for grass-coast?

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