Comment on Eleazar's Terrain Improvements or other threads

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Reepurr
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by Reepurr »

Ah, okay. I actually meant the little earth thing the keep fitted on top of should be made bigger, but if that would upset the water animations then maybe we'd better not.

I thought something along the lines of "Right, my art break's over, let's edit the keep", but there were lots of different bits, and...well, I got confused.
Could you tell me the file names I need to alter, please?

Also, should I just remove the mound of earth around the keep, or do you want something else done with it? (That bit is aimed at doofus, as he is the person who did the original.)
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doofus-01
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by doofus-01 »

Reepurr wrote:Could you tell me the file names I need to alter, please?
They are located in <wherever_wesnoth_is_installed>/data/core/images/terrain/castle/orcish and /winter-orcish
Reepurr wrote:Also, should I just remove the mound of earth around the keep, or do you want something else done with it? (That bit is aimed at doofus, as he is the person who did the original.)
I think simply removing the dirt will make them look strange. They should probably have something like a retaining wall to allow for a steep incline.
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Reepurr
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by Reepurr »

Just checking...
You want the poles to be supported by a steep mud slope. Just below the steep mud slope, holding it up, is a retaining wall.
Made from dirt, cyclopean boulders (big rocks) or sideways monoliths? :|

Anyway, a quick start on the retaining wall. Just outlines for now (don't worry, they won't be black in the final version), but was this what you meant?

And do you think this should be split?
Current version.
Current version.
keep-concave-tl.png (5.57 KiB) Viewed 3316 times
My (very) WIP.
My (very) WIP.
keep-concave-tl2.png (7.34 KiB) Viewed 3316 times
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doofus-01
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by doofus-01 »

Something like that could work. The idea is just to avoid a vertical dirt wall, the current version is a bit of a stretch as it is. Any rocks would probably do, as long as they don't look like bricks.
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by Reepurr »

I was already working on something like that, actually.

Headlines today: The mutilation of one of my favourite keeps continues. :lol2:
Not as many colours as with the monolith yet.
Not as many colours as with the monolith yet.
keep-concave-tl2.png (7.5 KiB) Viewed 3294 times
EDIT: Crud. That keep was way too long. I just had to shunt it considerably. I'll probably shorten the monoliths/spear walls too.
This thing's something along the lines of 12 pixels higher...
This thing's something along the lines of 12 pixels higher...
keep-concave-tl.png (7.15 KiB) Viewed 3259 times
In-game screenie.
In-game screenie.
Picture 7.png (43.13 KiB) Viewed 3259 times
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matthiaskrgr
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by matthiaskrgr »

When I put ford into shallow water; I think the I can see a line between the ford and the ford-water transition. I tried to indicate these with the red lines. Not sure whether it is worth fixing... :whistle:
Btw, is this the right thread for such things?
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It looks almost like a triangle IMO
It looks almost like a triangle IMO
wes2.jpg (26.81 KiB) Viewed 3117 times
The transition between the transition title and the normal ford title is visible
The transition between the transition title and the normal ford title is visible
wes1.jpg (9.28 KiB) Viewed 3123 times
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by matthiaskrgr »

The red letters became nearly unreadable as I saved the image as jpg. :(
Here is what they say:

Water of bridge on lava
strange overlay (i mean cave on bridge on lava)
obvious :)
bridge in castle
not only 1 tile? (all other impassible mountains only show 1 tile, the one with the arrow (NOT the one with the box around it) has more like it seems)
I was able to place the tracks over the castles
land on ice on water/swamp but swamp level = water level ?????
obvious, too
lava crumbs in water?

EDIT: it is possible to place all embellishments on water/lava, that might look a little strange..

EDIT2: I noticed another thing: each click in the map seems to make the terrain-icons in the editor reload.
That means that images are loosing transparency-effect after some clicks, usually one does not notice that, some things appear a little "thicker".
When one clicks the already selected terrain-group-icon again, the icons are reloaded and the thickening disappears causing and "huh, what was that?" mood.
Attachments
see text
see text
there are gaps between the castles. sorry for the terminal window...
there are gaps between the castles. sorry for the terminal window...
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matthiaskrgr
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by matthiaskrgr »

:eng:
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doofus-01
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by doofus-01 »

Map makers need to use some common sense. Wood bridge/lava transitions can't possibly be worth worrying about. Similar for snow orc castle/lava, stone bridge on castle, cave wall on tracks, and probably many others.

The castles don't transition because, aside from a few things like encampment/human castle, it makes little sense and is not worth the effort.
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by matthiaskrgr »

A user that places tracks on cave walls might expect a tunnel. :whistle: But than (s)he might get the idea to just not block the way using the caves...

For ice/water - lava transitions I could imagine some steam that hides the very transition and lets the player imagine how both, ice and fire meet and then become steam and... bla bla bla
So one could argue that one doesn't see it any more so it isn't there any more but maybe that argument is a little stupid :P
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Feufochmar
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by Feufochmar »

Cave wall on tracks has sense after a collapse of the cave, and thus can be used in a scenario.
Bad_Dog
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by Bad_Dog »

Not really. Every single transition in the above 2 pictures makes no sense. :annoyed:

There are probably just as many possible nonsensical transitions as there are possible reasonable ones - we shouldn't unduly burden the art dept. with things that are just silly.
matthiaskrgr
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by matthiaskrgr »

Hmm, maybe I overdid it. Sorry. :oops:
I started to take look at campaign maps now...
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httt, the dwarven door: is it possible to make the transition more smooth?
httt, the dwarven door: is it possible to make the transition more smooth?
wes2.png (162.09 KiB) Viewed 2913 times
it looks strange to me but I can't really describe it... :/
it looks strange to me but I can't really describe it... :/
wes1.jpg (8.32 KiB) Viewed 2920 times
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by matthiaskrgr »

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The cave-thing in the water is bigger than the socket which is automatically placed under it. It looks a little strange that way imo.
The cave-thing in the water is bigger than the socket which is automatically placed under it. It looks a little strange that way imo.
wes4.png (19.29 KiB) Viewed 2905 times
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Reepurr
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by Reepurr »

[offtopic]
Aack...Don't double post matthias!
Edit your posts...Or use your ability to put four pictures in each post.
[/offtopic]

Should cave bridges be made into overlays? Now that there are different versions of chasms (e.g. one is browner) sometimes the bridges look sort of different.
If you look carefully at the cave bridge, the chasm goes a different colour around it.
If you look carefully at the cave bridge, the chasm goes a different colour around it.
Picture 3.png (124.85 KiB) Viewed 2876 times
EDIT: I found another problem. Each cave wall gets the same bug. Of course, this is in the Map Editor, but still, a black rectangle sticking out does look unusual...
Look at the shroud at the top - funny sticky-out polygon...
Look at the shroud at the top - funny sticky-out polygon...
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