A non-distracting grid alternative

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dborg
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A non-distracting grid alternative

Post by dborg » January 4th, 2007, 5:13 am

Well, this isn't art but I wasn't sure where to put it... I was reading this thread and regarding the last comment by sapient:
I wouldn't be opposed to two different hex grids, since there seem to be two different schools of thought on the matter 1) those who want a thin and highly contrasty seperator 2) those who like the raised-edge/quilted effect which is far softer transition (and more pleasant on the eyes, IMO).
Either this statement is incorrect or I belong to a third camp, because I would prefer a soft and thin cardbox-boardgame-look, which does not distract from the amazing graphics of the game. I'm not concerned about visibility, as long as it slightly helps me to visually separate the hexagons. So I made a less opaque version of Eleazar's design, which looks like this:

Image

I don't know if it's good enough to be considered as the default, but hopefully at least some will find this useful. Personally, I like it even better than I expected. :)

Edit: Grid image is attached now.
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Last edited by dborg on January 5th, 2007, 3:56 pm, edited 1 time in total.

XJaPaN
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Post by XJaPaN » January 4th, 2007, 5:40 am

Its really good!! I guess I would actually use this ingame because it isnt that distracting. Nice alternation.

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Maeglin Dubh
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Post by Maeglin Dubh » January 4th, 2007, 7:08 am

I definitely like the looks of that.
Cuyo Quiz wrote:I really should push for Temuchin's brainstorming with all my might someday, when the skies are cloudy, the winds dance and the light is free to roam over the soil along the fog.

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Zhukov
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Post by Zhukov » January 4th, 2007, 7:49 am

This is the best grid that I have seen. Easily.

:) Well done.

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Maeglin Dubh
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Post by Maeglin Dubh » January 4th, 2007, 8:14 am

^2007th post!^

I actually prefer this to the examples shown in Art Development....

Could we have Jetryl pass judgment on this?
Cuyo Quiz wrote:I really should push for Temuchin's brainstorming with all my might someday, when the skies are cloudy, the winds dance and the light is free to roam over the soil along the fog.

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Redeth
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Post by Redeth » January 4th, 2007, 9:55 am

I'd consider turning the hex grid on with this one. Nice.
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irrevenant
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Post by irrevenant » January 4th, 2007, 10:16 am

I likes. Aesthetically pleasing and clearly distinctive.

Apparently you can have your cake and eat it too...

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Post by Gus » January 4th, 2007, 3:52 pm

I like the look of it, but i'd nee dto test it in-game. My concern is that it might be a tad bit too transparent, not giving clear distinction between hexes, thus being a bit tiring for the eye. I cannot be sure tho.
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Cuyo Quiz
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Post by Cuyo Quiz » January 4th, 2007, 5:24 pm

*throws one more rock into the vase*

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dborg
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Post by dborg » January 4th, 2007, 5:29 pm

Gus wrote:I like the look of it, but i'd nee dto test it in-game. My concern is that it might be a tad bit too transparent, not giving clear distinction between hexes, thus being a bit tiring for the eye. I cannot be sure tho.
You can test it easily by replacing your grid.png. Thanks for all the positive feedback! :D I have played a bunch of scenarios now with this grid and it still feels "just right" to me. I don't find it tiring at all, in fact I find it very relaxing that the grid isn't forcing itself on me when I don't care about it.

I don't think that the grid needs to have highly visible borders. Most of the time the shape of the hexes is obvious anyway and on plain areas the shadows provide more than enough guidance in my opinion.

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Noyga
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Post by Noyga » January 4th, 2007, 5:35 pm

irrevenant wrote:I likes. Aesthetically pleasing and clearly distinctive.

Apparently you can have your cake and eat it too...
Hmm it's nice, btw i'm not sure it works well on all terrains...
It doesn't look very distinguishable on hills to me.
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Gus
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Post by Gus » January 4th, 2007, 5:57 pm

dborg wrote: You can test it easily by replacing your grid.png.
Stupid me, i hadn't noticed the download link. I'll test it then ;)
I don't think that the grid needs to have highly visible borders. Most of the time the shape of the hexes is obvious anyway and on plain areas the shadows provide more than enough guidance in my opinion.
That's what i thought as well, but i want to se how it works with me (because i guess it's very dependant on the person seeing it). Looks very promising anyway =)
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turin
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Post by turin » January 4th, 2007, 10:52 pm

This wins, IMHO.

What dborg has shown here is that the hex grid doesn't need to shove itself in your face. I don't play with the hex grid on to make Wesnoth look like a boardgame. I play with it on because when it isn't on, I occasionally have trouble counting hex distances. This will do fine for that purpose, and isn't overly intrusive.
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dborg
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Post by dborg » January 5th, 2007, 4:29 pm

Tweaked the shadow a bit to make it look more like a ridge and visibility on hills is better now (I think they are the worst case):

Image
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Eleazar
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Post by Eleazar » January 5th, 2007, 5:58 pm

dborg wrote:Tweaked the shadow a bit to make it look more like a ridge and visibility on hills is better now (I think they are the worst case):
No, worst case is probably the snow forest, because of the high contrast of white and nearly-black.

A good stress test would be snow, snow trees, and cave hills, and some normal terrains, like grass.

I would prefer a less opaque version like this, if it can be spotted everywhere.
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
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