Replacing the desert mountains

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Re: Replacing the desert mountains

Postby zookeeper » January 27th, 2013, 11:25 am

fabi wrote:I was under the impression that the latest work aims on impassable mountains.

Right. So it seems. :whistle:
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Re: Replacing the desert mountains

Postby vultraz » August 24th, 2015, 8:47 am

Is there any possibility of wrapping this up for inclusion in 1.13, doofus-01?
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Re: Replacing the desert mountains

Postby doofus-01 » August 25th, 2015, 2:10 am

Sure, assuming 1.13 isn't getting frozen soon, I could pick this back up again. I don't remember what happened.
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Re: Replacing the desert mountains

Postby vultraz » August 25th, 2015, 2:48 am

No, it won't be frozen soon.
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Re: Replacing the desert mountains

Postby doofus-01 » September 11th, 2015, 2:22 pm

fabi wrote:
zookeeper wrote:I've been following this thread but it only now occurred to me that the shape of the mountains might be problematic visually when units are standing on them...


I was under the impression that the latest work aims on impassable mountains.
There was a problem there, I guess. The perspective was also too low to the ground. I'm starting over, keeping the "impassable" -> "clouds+peak overlay" convention. The shading on this is almost nonexistent for now, but this is my new design.
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desert_mountains-new.png
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Re: Replacing the desert mountains

Postby vultraz » September 11th, 2015, 3:20 pm

It's good, but it seems too... step-like. IMO there should be more slanted surfaces, plus they seem lower than the regular mountains. Other than that, looking good so far :)
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Re: Replacing the desert mountains

Postby doofus-01 » September 12th, 2015, 12:40 am

Well, I thought I lost my XCF file, but I was able to recover it, so I got some enthusiasm back. I haven't put any work into the transitions yet, those are obviously last.
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desert_mountains-new2.jpg
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Re: Replacing the desert mountains

Postby Turuk » September 12th, 2015, 12:46 am

doofus-01 wrote:Well, I thought I lost my XCF file, but I was able to recover it, so I got some enthusiasm back. I haven't put any work into the transitions yet, those are obviously last.


If I may ask, what are you using as pictures for your reference? Are you going for more this or this?
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Re: Replacing the desert mountains

Postby doofus-01 » September 12th, 2015, 12:53 am

More the second, like something in Arizona. But then it also has to fit in the strange Wesnoth terrain perspective, and be sort of iconic icon-like, so maybe it's losing something.
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Re: Replacing the desert mountains

Postby vultraz » September 12th, 2015, 1:10 am

Very nice! Needs some more variation in the Impassable variations, though.
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Re: Replacing the desert mountains

Postby Turuk » September 12th, 2015, 1:40 am

doofus-01 wrote:More the second, like something in Arizona. But then it also has to fit in the strange Wesnoth terrain perspective, and be sort of iconic icon-like, so maybe it's losing something.


That's what I figured - the Wesnoth angle makes it hard, but perhaps less small slopes and a bit more of a drastic one at the top, like what is in the dead center of the second image? I am sure it had to be hard to shade that though.
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Re: Replacing the desert mountains

Postby doofus-01 » September 12th, 2015, 7:04 pm

Turuk wrote:perhaps less small slopes and a bit more of a drastic one at the top, like what is in the dead center of the second image?
The sprites have to walk on it without looking too strange though. Maybe I am not understanding what you mean.

This is with some overlays, I don't think they look much worse than on the regular mountains.
desert_mountains-new3.jpg

In any case, these are the files I have for now. They are still missing the "range" sets and "castle" sets. Maybe some transitions too, maybe not.
EDIT: removed TGZ. Lower post has updated files.
Last edited by doofus-01 on September 13th, 2015, 10:03 pm, edited 1 time in total.
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Re: Replacing the desert mountains

Postby Turuk » September 12th, 2015, 8:05 pm

doofus-01 wrote:The sprites have to walk on it without looking too strange though. Maybe I am not understanding what you mean.


A valid point, and it looks good as it is now anyway. The overlays seem to fit in nicely.
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Re: Replacing the desert mountains

Postby doofus-01 » September 13th, 2015, 10:02 pm

This now has a couple of "ranges" and the one "castle" tile that I think alleviates the worst overlaps.

The file names are meant to work with the same macros used for the other mountains, with "desert_mountains/dry*" (or "desert_mountains/peaks*").
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desert_mountains.tgz
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Re: Replacing the desert mountains

Postby vultraz » September 29th, 2015, 7:44 am

It still seems to be missing a 'long range' 3x2 variant. Can one be made, or should we remove that variant for dry mountains?
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