Deciduous trees

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beetlenaut
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Re: Deciduous trees

Post by beetlenaut »

I had trouble sleeping, so I fixed the trees. The fall has a few trees in different colors, and looks much better now. I did the same to the summer, and it looks better as well. I also did the winter variations. If you are playing along at home, just unzip the seven files below into the "Trees/images/terrain" folder. The code to use these images was already in place.
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new trees.zip
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zookeeper
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Re: Deciduous trees

Post by zookeeper »

Committed. I'll give a more in-depth explanation tomorrow.
fabi
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Re: Deciduous trees

Post by fabi »

zookeeper wrote:Committed. I'll give a more in-depth explanation tomorrow.
Did you commit the older or the newer version of the trees?

I see a problem with the mini map. The pure deciduous forest is far too similar to grassland.

The mixed forest is my favourite, please keep it in.
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zookeeper
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Re: Deciduous trees

Post by zookeeper »

fabi wrote:
zookeeper wrote:Committed. I'll give a more in-depth explanation tomorrow.
Did you commit the older or the newer version of the trees?

I see a problem with the mini map. The pure deciduous forest is far too similar to grassland.

The mixed forest is my favourite, please keep it in.
This is how it is now:

Code: Select all

[terrain]
    symbol_image=forest/deciduous-summer-tile
    id=deciduous_forest_summer
    name=_ "Forest"
    string=^Fds
    default_base=Gs
    aliasof=^Fp
    editor_group=forest
[/terrain]

[terrain]
    symbol_image=forest/deciduous-fall-tile
    id=deciduous_forest_fall
    name=_ "Forest"
    string=^Fdf
    default_base=Gs
    aliasof=^Fp
    editor_group=forest
[/terrain]

[terrain]
    symbol_image=forest/deciduous-winter-tile
    id=deciduous_forest_winter
    name=_ "Snow Forest"
    string=^Fdw
    default_base=Aa
    aliasof=_bas,^Fp
    mvt_alias=-,_bas,^Fp
    editor_group=forest
[/terrain]

[terrain]
    symbol_image=forest/mixed-summer-tile
    id=mixed_forest_summer
    name=_ "Forest"
    string=^Fms
    default_base=Gs
    aliasof=^Fp
    editor_group=forest
    hidden=yes
[/terrain]

[terrain]
    symbol_image=forest/mixed-fall-tile
    id=mixed_forest_fall
    name=_ "Forest"
    string=^Fmf
    default_base=Gs
    aliasof=^Fp
    editor_group=forest
    hidden=yes
[/terrain]

[terrain]
    symbol_image=forest/mixed-winter-tile
    id=mixed_forest_winter
    name=_ "Forest"
    string=^Fmw
    default_base=Aa
    aliasof=_bas,^Fp
    mvt_alias=-,_bas,^Fp
    editor_group=forest
    hidden=yes
[/terrain]
I used the previous batch of tiles and did the missing winter tiles myself. The mixed forests are in, but I hid them for now since I was unsure at the time what would really become of them or whether they'd be needed after all (this way they can be removed or properly enabled without breaking any compatibility).

So this is how it'll be in 1.5.9. I'll update the tiles with the latest versions and try to make it look more distinct from grassland in the minimap.
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Re: Deciduous trees

Post by Max »

looks good, although one more - less dense - variant (tile) as in the existing forest would be nice...

(click to see large version)
various_woods.PNG
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beetlenaut
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Re: Deciduous trees

Post by beetlenaut »

Max2008 wrote:looks good, although one more - less dense - variant (tile) as in the existing forest would be nice...
I plan to make one soon.

I'll do at least one more mixed forest as well. I think they are actually the more useful tile. You can build a forest out of just "mixed" tiles, and it looks fine (but a little monotonous with only two variations). Also, you can't mix the two forest types very will without them, because the transition is too abrupt. Please tell me they will be available at some point.
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Darker_Dreams
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Re: Deciduous trees

Post by Darker_Dreams »

These were my first runs at sparse deciduous-only forest. They come in all 3 seasons bases were provided for and, aside from needing more variations, they seem to work fine.
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sparse1.zip
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beetlenaut
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Re: Deciduous trees

Post by beetlenaut »

Darker_Dreams wrote:These were my first runs at sparse deciduous-only forest. They come in all 3 seasons bases were provided for and, aside from needing more variations, they seem to work fine.
I forgot to post my trees with color variations. Please use this to replace a tree or two in each with a different colored one. It's most important in the fall tiles.

As far as I can tell, the sparse pines are only used in the game for the forested hills. I don't think we need deciduous forested hills, because those trees don't usually grow at high altitudes. My point is that we probably only need one sparse deciduous variation just to give the main forest a little more variety. We don't need a whole set. (More tiles wouldn't hurt as long as they were selected with a low enough probability.)
Attachments
all trees 2.png
all trees 2.png (56.27 KiB) Viewed 2937 times
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solsword
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Re: Deciduous trees

Post by solsword »

If I remember correctly, the sparser forest tiles are also used next to keep (and maybe mountain) tiles to prevent the forest from glitching through the keep walls. Have you tested your forest tiles next to keeps/mountains?

Also, I'd be a huge fan of deciduous forested hills, just because it can make a transition from forest to hills much better-looking, and because it can be used to make an area of hills look much more interesting (you could do that with the pines of course, but only if the climate allowed).

Just my 2 cents; I really like how the deciduous forests are looking.
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TheJM
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Re: Deciduous trees

Post by TheJM »

I'd actually suggest even more color variation in the autumn tiles. Maybe a few browns and dark greens here and there? Fall usually has quite a variety of colors, it's not limited to yellow/orange. I do like these woods, they're a much needed addition to our current terrain. :)

Edit: I thought hills were just.. hills? All the hills around here have these kind of trees on them. I've always pictured the hills as something in between the grassland and the mountains, not extremely high, but not flatland. maybe our definitions of hills is different. ;)
Max
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Re: Deciduous trees

Post by Max »

solsword wrote:If I remember correctly, the sparser forest tiles are also used next to keep (and maybe mountain) tiles to prevent the forest from glitching through the keep walls.
forest_castle.PNG
but i guess zookeeper is aware of this...
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Quietus
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Re: Deciduous trees

Post by Quietus »

Max2008 wrote:
solsword wrote:If I remember correctly, the sparser forest tiles are also used next to keep (and maybe mountain) tiles to prevent the forest from glitching through the keep walls.
forest_castle.PNG
but i guess zookeeper is aware of this...
Hey that looks pretty good :geek:
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Darker_Dreams
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Re: Deciduous trees

Post by Darker_Dreams »

Generally hills do have deciduous forests until you get into chillier climates. Mountains even have deciduous forests for quite a ways, but those trees generally give over to pines before you reach the tree-line.

were the deciduous transition tiles unneeded, or did zookeeper just make them- because there are pine transition tiles.
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Re: Deciduous trees

Post by fabi »

The hill terrain doesn't necessarily mean that it is high above the sea level.
It's a general symbol for "rough terrain" or hilly terrain.
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zookeeper
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Re: Deciduous trees

Post by zookeeper »

Darker_Dreams wrote:were the deciduous transition tiles unneeded, or did zookeeper just make them- because there are pine transition tiles.
I didn't make them yet. Be my guest. ;)
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