paved roads
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Looks good. It would be nice if the corners could be curvified.
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looks great. What is the new wml, an adjacent hex macro?
"you can already do that with WML"
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It just looks for link-road sections (the thin bits), and draws them as an overlay, while flagging the surrounding hexes not to draw overlay transitions. Then I used the normal macros to draw the road as it was before, except as an overlay, so it doesn't affect those parts that have already been drawn as link-roads .Darth Fool wrote:looks great. What is the new wml, an adjacent hex macro?
It's actually really fun to play with in the map editor .
Of course, now there are issues like the road overlapping mountains...
I'll post the WML when I can track down the strange "invalid surface" error I'm getting, which doesn't seem to affect anything .
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It would be really nice to see this used to do streams, as well.
The shallow water tiles are sufficiently large in scale, compared to the other hexes, that it's very difficult to make them look like a small river or a stream. They end up looking like lakes and great rivers. That tends to look a little funny, because there's no tributaries flowing into them.
What would be really nice is a narrow stream that could be layered over the base terrain. A transition to broaden it when it meets a shallow water/deep water/swamp tile would be great.
The shallow water tiles are sufficiently large in scale, compared to the other hexes, that it's very difficult to make them look like a small river or a stream. They end up looking like lakes and great rivers. That tends to look a little funny, because there's no tributaries flowing into them.
What would be really nice is a narrow stream that could be layered over the base terrain. A transition to broaden it when it meets a shallow water/deep water/swamp tile would be great.
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Well, I got the roads to draw underneath things like hills. And snow. WooOoOoo, snow-covered roads....
I still can't figure out why it says <illegal surface portion...> when wesnoth loads . I can't figure out where this damn <error display: could not open image ''> is coming from either, but that's been there for ages.
Here's the extra files. The adjacent.cfg in here supercedes the one I posted before (I changed the name of the 6-sided transition to "{IMAGE}-all"). I think the terrain-graphics.cfg is current with respect to svn, apart from the stuff I modified.
I still can't figure out why it says <illegal surface portion...> when wesnoth loads . I can't figure out where this damn <error display: could not open image ''> is coming from either, but that's been there for ages.
Here's the extra files. The adjacent.cfg in here supercedes the one I posted before (I changed the name of the 6-sided transition to "{IMAGE}-all"). I think the terrain-graphics.cfg is current with respect to svn, apart from the stuff I modified.
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- underhillsandtrees.jpg (106.94 KiB) Viewed 5896 times
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This looks greatyobbo wrote:Well, I got the roads to draw underneath things like hills. And snow. WooOoOoo, snow-covered roads....
I still can't figure out why it says <illegal surface portion...> when wesnoth loads . I can't figure out where this damn <error display: could not open image ''> is coming from either, but that's been there for ages.
Here's the extra files. The adjacent.cfg in here supercedes the one I posted before (I changed the name of the 6-sided transition to "{IMAGE}-all"). I think the terrain-graphics.cfg is current with respect to svn, apart from the stuff I modified.
I'll look into the first error, the second has been there forever and is harmless if annoying.
They can, but I don't think I'll be the one to do it, I like the cornersturin wrote:Looks good. It would be nice if the corners could be curvified.
This should be possible with the WML I made for the roads. In fact if someone draws them then I'll sort out any problems with the WML.khamul wrote:It would be really nice to see this used to do streams, as well.
It's complicated. If you wanted to do it for a campaign you could theoretically define a custom terrain for it.guest wrote:Is there a way to have the elven village in yobbo's image to be shown with the new road below it, instead of grassland? Or is it complicated, possibly due to some issues with background / overlaying, which I admit to being completely unfamiliar with?
Get over it .zookeeper wrote:On yobbo's latest image the roads are, IMHO, not very good-looking. In the straight lines where there is grassland underneath they look ok, but the bulky things at the ends of the bridge and the bulky mass at the bottom right look very bad.
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At the moment the road has a fixed bg, namely grassland. Moving to several map layers to remove this limitation is planned.dreampilot wrote:This looks alot better with overlaying terrains, nice.
It looks slightyly wierd crossing over the ice with grassland edges but I figure no one really paves a road on ice anyway so it might not be a necessary transition
Nice work I like them.
Isn't ice frozen water? So, it would make the most sense to not us road at all when going over it, but instead use a bridge. (A paved bridge would be nice, BTW).dreampilot wrote:This looks alot better with overlaying terrains, nice.
It looks slightyly wierd crossing over the ice with grassland edges but I figure no one really paves a road on ice anyway so it might not be a necessary transition
Nice work I like them.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm