My Terrain (Mine!)

Contribute art for mainline Wesnoth.

Moderators: Forum Moderators, Developers

Forum rules
Before posting critique in this forum, you must read the following thread:

Re: My Terrain (Mine!)

Postby Shiki » September 25th, 2017, 2:54 am

Hello Doofus. Thank you for your great work.
I want to point out a few details I noticed.

I tried recently your new Cer Terrain. It went in particular well to combine Cer with Ke. (used it for a devling's keep)
- Strangely, the ground in front of the tent is different if you combine Cer & Ke or Ce & Ker. The first uses the ground of the adjacent castle tiles, while the other uses his own. Not a problem, just confused me, I think in the Cer & Ke case it looks perfect.
- In some cases transitions are missing, when combining a Encampment Keep of the one type and castle tiles of the other together with some grass.
- Combining different encampment keeps is problematic in general.
- Cme integrates nicely with standard cave walls, but in one case it misses a transition. I found it useful in an underground river.
- I marked a few places, to point out sth. else
Spoiler:
Maintainer of Era of Myths.
Shiki
 
Posts: 117
Joined: July 13th, 2015, 9:53 pm
Location: Germany

Re: My Terrain (Mine!)

Postby doofus-01 » September 26th, 2017, 2:59 am

Hello Shiki,

Thanks for the observations. I'll try to take a stab at some of them this weekend.
Shiki wrote:- Strangely, the ground in front of the tent is different if you combine Cer & Ke or Ce & Ker. The first uses the ground of the adjacent castle tiles, while the other uses his own. Not a problem, just confused me, I think in the Cer & Ke case it looks perfect.
Which flavor of dirt overlaps the other can be changed, if necessary. But if we get too fancy, with dark dirt sometimes on top, sometimes on bottom, depending on the exact terrain code, that's opening the door for more corner-case transitions.
Shiki wrote: In some cases transitions are missing, when combining a Encampment Keep of the one type and castle tiles of the other together with some grass.
That must be a bug from terrain code filtering.
Shiki wrote:Combining different encampment keeps is problematic in general.
Yeah, they weren't really built with that in mind.
Shiki wrote:Cme integrates nicely with standard cave walls, but in one case it misses a transition. I found it useful in an underground river.
The example in the image you posted happens for any castle in that particular configuration. I'm not sure why. Some sort of bug.
Shiki wrote: I marked a few places, to point out sth. else
The black stuff overlapping the stone tiles can be fixed by simply lowering the chasm images layer (from -90 to -290). That doesn't seem to break anything, but I am not completely sure right now.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
User avatar
doofus-01
Art Contributor
 
Posts: 3540
Joined: January 6th, 2008, 9:27 pm
Location: USA ...

Re: My Terrain (Mine!)

Postby PapaSmurfReloaded » September 26th, 2017, 11:55 am

Hey doof, awesome work! Do you have an instagram or something where we could see all your work in one place?
18th Century Warfare Era, try it out!
A Random RPG Adventure, play it!
Infantry Wars Era, give it a shot!
Zombie Apocalypse RPG, run for your life!
User avatar
PapaSmurfReloaded
 
Posts: 481
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: My Terrain (Mine!)

Postby doofus-01 » October 2nd, 2017, 4:34 am

Just want to say I've got an Elvish Castle Ruins here, in case there is some critical flaw I'm not seeing: https://github.com/wesnoth/wesnoth/pull/2064

PapaSmurfReloaded wrote:Do you have an instagram or something where we could see all your work in one place?

Thanks, PSR. No, I've been averse to social media, these forums are the exception. The incompetent parasites at Equifax and TransUnion have shown how pointless that attitude is (at least in the USA), but I've made my choice and I'm sticking to it for now.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
User avatar
doofus-01
Art Contributor
 
Posts: 3540
Joined: January 6th, 2008, 9:27 pm
Location: USA ...


Re: My Terrain (Mine!)

Postby Eagle_11 » October 2nd, 2017, 5:43 pm

One of the corners stands out a bit, looks different as if has retained not-ruined elf keep colors instead.
swcornerdiff.png
swcornerdiff.png (13.83 KiB) Viewed 308 times


If you can replace the palm coming out of the tower with something like an dead tree it would be universally useful. Same applies for the pine tree next to keep wall variation as those are bound to end up looking odd when placed in another climate zone.
palmnecorner.png
palmnecorner.png (16.15 KiB) Viewed 308 times
User avatar
Eagle_11
Forum Regular
 
Posts: 573
Joined: November 20th, 2013, 12:20 pm

Re: My Terrain (Mine!)

Postby doofus-01 » October 15th, 2017, 5:18 am

Hi Eagle_11,

You're right, those weren't great images. They've been replaced, hopefully the issues are addressed.

BfW 1.13.10 should be out soon, if anyone sees something odd in terrain graphics, feel free to report it here. I can't guarantee I'll see it as important or that I'll try to fix it, but it would be good if we got the most embarrassing mistakes fixed now before going on to Steam with BfW 1.14.
--------------------------------------
My most recent PR is https://github.com/wesnoth/wesnoth/pull/2103 for wall sconces (includes a screenshot), replacing the stone-wall-with-torches for something more generalized.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
User avatar
doofus-01
Art Contributor
 
Posts: 3540
Joined: January 6th, 2008, 9:27 pm
Location: USA ...

Re: My Terrain (Mine!)

Postby Samonella » October 15th, 2017, 3:02 pm

I like the idea of making the torch an overlay. I'd say to not remove the lit stone wall though, since it's already done and it allows the map maker to put a different overlay in the nearby ground.
The last few months have been nothing but one big, painful reminder that TIMTLTW.

Creator of Armory Mod, The Rising Underworld, and Vengeance of a Drake: an RPG
Samonella
 
Posts: 281
Joined: January 8th, 2016, 5:41 pm
Location: USA

Re: My Terrain (Mine!)

Postby doofus-01 » October 16th, 2017, 1:00 am

Samonella wrote: I'd say to not remove the lit stone wall though, since it's already done and it allows the map maker to put a different overlay in the nearby ground
It's unlikely that particular terrain will be removed because removing terrains breaks maps.

I'm not sure overlay is really the best way to do this, but making separate lit variations for everything would clutter the editor. As long as it is an overlay though, I made a variation for non-wall terrains. I'm not sure how to handle the "directionality" without the walls, it might not even mean anything, so I put it straddling the north edge of the hex. Placing it in the middle of the hex would make it look like a barrier.

Here's a question: Is something like this better just as an embellishment, or should it have a halo and shift the time-of-day with light?
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
User avatar
doofus-01
Art Contributor
 
Posts: 3540
Joined: January 6th, 2008, 9:27 pm
Location: USA ...

Previous

Return to Art Contributions

Who is online

Users browsing this forum: Bing [Bot], Google [Bot] and 1 guest