Comment on Eleazar's Terrain Improvements or other threads
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- Eleazar
- Retired Terrain Art Director
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Re: Comment on Eleazar's Terrain Improvements or other threa
What do you mean?TheJM wrote:Oh, and you may have fixed this already, but I noticed that the sunken castle ruin isn't meshing with the new water yet.
That it's a different color?
non-animated?
or something else?
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.
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Re: Comment on Eleazar's Terrain Improvements or other threa
It's non-animated, the old tile that fit with the old water. Unless of course you meant it that way and weren't planning on updating it for the new water. I'd post a picture but I'm too lazy to load wesnoth up right now..
Re: Comment on Eleazar's Terrain Improvements or other threa
I'm new here, so please excuse my chiming in on this, but I've been playing for ages, and am an avid map builder. With almost daily multiplayer sessions of BfW.
Today we checked out the new tileset, and while generally it's really impressive, a few things look a bit flat, dull.
In particular, the water has really lost it's character.
* The rocky fords now look like muddy puddles. These used to be good for collapsed buildings in the waterfront but now look very plain.
* The coastal reefs look undefined and duller than before.
* The tropical water is so saturated that it doesn't really fit with the other tiles.
Somehow the water now all looks murky instead of clear. Less vibrant than it was.
Otherwise.... awesome work!!!
(oh and I'll sneak in a tile request here... water/chasm transitions where the water runs down the wall like a waterfall, big or small doesn't matter but the chasms should be lower than the water and hence water should look like it is flowing into them.)
Today we checked out the new tileset, and while generally it's really impressive, a few things look a bit flat, dull.
In particular, the water has really lost it's character.
* The rocky fords now look like muddy puddles. These used to be good for collapsed buildings in the waterfront but now look very plain.
* The coastal reefs look undefined and duller than before.
* The tropical water is so saturated that it doesn't really fit with the other tiles.
Somehow the water now all looks murky instead of clear. Less vibrant than it was.
Otherwise.... awesome work!!!
(oh and I'll sneak in a tile request here... water/chasm transitions where the water runs down the wall like a waterfall, big or small doesn't matter but the chasms should be lower than the water and hence water should look like it is flowing into them.)
- Mountain_King
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Re: Comment on Eleazar's Terrain Improvements or other threa
you might not be aware of this, but this happens in 1.8. The only reason it doesn't happen in 1.9 is because of the new animated water, and the waterfalls aren't yet animated.Gomisan wrote:(oh and I'll sneak in a tile request here... water/chasm transitions where the water runs down the wall like a waterfall, big or small doesn't matter but the chasms should be lower than the water and hence water should look like it is flowing into them.)
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Re: Comment on Eleazar's Terrain Improvements or other threa
It does? Where? I've used chasms next to water in a number of my maps (1. and never noticed. In fact always thought it weird that it didn't.Mountain_King wrote: you might not be aware of this, but this happens in 1.8. The only reason it doesn't happen in 1.9 is because of the new animated water, and the waterfalls aren't yet animated.
If I remember over the weekend I'll double check it
Edit.. checked in v1.8.1. Side by side the water looks very different, but there is definitely no waterfalls or flow into chasms!
and the new...
- Eleazar
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Re: Comment on Eleazar's Terrain Improvements or other threa
That's a highly specific reason for preferring the old ford. For collapsed buildings try combining rubble with water, or using the reef, or making something custom that aliases to reef.Gomisan wrote:* The rocky fords now look like muddy puddles. These used to be good for collapsed buildings in the waterfront but now look very plain.
The old ford was the ugliest terrain (besides perhaps the desert mountains) to survive until 1.8.x. I'd like to make it better if i had the time, but IMHO it's a strong improvement.
What you see is a quick hack. I made it into an overlay and made it layer properly, but haven't made good graphics for it. I've been hoping that someone else would since it's a relatively simple task now.Gomisan wrote:* The coastal reefs look undefined and duller than before.
I expect non-tropical water to be the better choice in the majority of cases. Yet the tropical water looks pretty good to me on tropical island maps.Gomisan wrote:* The tropical water is so saturated that it doesn't really fit with the other tiles.
I can freely say, since i made the original water (expect the reef) that overall the old water stuff was not very well done, nor even very watery looking. The new stuff isn't perfect, but IMHO is progress.Gomisan wrote:Somehow the water now all looks murky instead of clear. Less vibrant than it was.
Otherwise.... awesome work!!!
I'm glad you are generally happy with the results of my labor-- i've put a couple hundred hours of work into terrain and GUI this summer.
Indeed waterfalls have never been part of mainline, though they would be cool.Gomisan wrote:....Edit.. checked in v1.8.1. Side by side the water looks very different, but there is definitely no waterfalls or flow into chasms!Mountain_King wrote: you might not be aware of this, but this happens in 1.8. The only reason it doesn't happen in 1.9 is because of the new animated water, and the waterfalls aren't yet animated.
There was at least one addon for 1.8.x that provided waterfalls but the WML didn't make inclusion in mainline easy.
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.
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- Mountain_King
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Re: Comment on Eleazar's Terrain Improvements or other threa
That's strange. Whenever I make a map in 1.8.3 it transitions to waterfalls. Which addon was it that had waterfalls?
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- artisticdude
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Re: Comment on Eleazar's Terrain Improvements or other threa
This one.Mountain_King wrote:Which addon was it that had waterfalls?
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Re: Comment on Eleazar's Terrain Improvements or other threa
I'm sorry to say this, but I just got myself 1.9 and I prefer the old water to the new water. I just think the water looks like some guy desaturated the original (ehm...).
The ford does look like a muddy puddle, I'm sorry. Is that supposed to be a really low sea floor?
However I like the coral reef bits that are above water. They just don't seem to go any lower.
(I'm sorry about how harsh that was)
The ford does look like a muddy puddle, I'm sorry. Is that supposed to be a really low sea floor?
However I like the coral reef bits that are above water. They just don't seem to go any lower.
(I'm sorry about how harsh that was)
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Re: Comment on Eleazar's Terrain Improvements or other threa
I've heard enough people talk about not liking the old water that I decided to chime in and put my vote on the new water.
I don't understand, but it seems that a lot of folks really like the over-blue mostly unrealistic-looking water colors. I don't. The muted and browner landscape is absolutely great, and the water, too.
Perhaps a proliferation of oversaturated cartoon-style art direction in fantasy games is to blame, who knows? But in any case, the new terrain is a breath of fresh air for me.
Thanks again.
-Ben
I don't understand, but it seems that a lot of folks really like the over-blue mostly unrealistic-looking water colors. I don't. The muted and browner landscape is absolutely great, and the water, too.
Perhaps a proliferation of oversaturated cartoon-style art direction in fantasy games is to blame, who knows? But in any case, the new terrain is a breath of fresh air for me.
Thanks again.
-Ben
Re: Comment on Eleazar's Terrain Improvements or other threa
I've decided I'll probably fiddle in core to swap back to 1.7 water and d... the OOS errors. (if any)
However, quite a few people like this murky stuff, so I'll post what my little fiddles in the Map Editor came up with.
1. The tropical water is insanely bright compared to the other waters, e.g. deep. Maybe you should make a tropical deep water too?
2. Hills float. It looks very bizarre, as if they go down to sea level and then go down no further?
3. Coastal reefs and merman villages could probably do with a tropical water alternative.
However, on the good side, the new grass looks amazing, and so do the roads.
Here's a slice of my testing map.
However, quite a few people like this murky stuff, so I'll post what my little fiddles in the Map Editor came up with.
1. The tropical water is insanely bright compared to the other waters, e.g. deep. Maybe you should make a tropical deep water too?
2. Hills float. It looks very bizarre, as if they go down to sea level and then go down no further?
3. Coastal reefs and merman villages could probably do with a tropical water alternative.
However, on the good side, the new grass looks amazing, and so do the roads.
Here's a slice of my testing map.
"What do you mean, "a dwarvish dragonguard with marksman is overpowered"?"
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- Eleazar
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Re: Comment on Eleazar's Terrain Improvements or other threa
I did. It will be in the next development release, "soon".Reepurr wrote:1. The tropical water is insanely bright compared to the other waters, e.g. deep. Maybe you should make a tropical deep water too?
I know, that's high on my priority list.Reepurr wrote:2. Hills float. It looks very bizarre, as if they go down to sea level and then go down no further?
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.
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Re: Comment on Eleazar's Terrain Improvements or other threa
Ah, sorry, I didn't know that.Eleazar wrote:I did.
By the way, I stared at the new water that was lagging my computer out while testing my campaign, and it grew on me. Despite lagging my computer out.
So I went a bit mad trying to find new glitches and help out this new water.
Anyway, there's a problem with quite a bit of tiling at the moment.
(Does this count as spamming?) Several castle/rough terrains don't go much further than sea level:
* Orcish keeps
* Dwarvish castles
* Desert mountains/desert hills?
* Mountains
* Volcanoes
You might actually have to do entirely new graphics for the bottom of the orcish keep, since it gets so big.
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Story of a Drake Outcast | The Nonsense Era
Played HttT-Underground Channels? Thought it was rubbish? Help us develop it here!
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Played HttT-Underground Channels? Thought it was rubbish? Help us develop it here!
Re: Comment on Eleazar's Terrain Improvements or other threa
That's because they have a different footprint than other keeps. The standard footprint was a rule I did not know about when I drew those, and redrawing them for something like this is ... ugh. We are aware of it, and it will probably get done some day.Reepurr wrote:Several castle/rough terrains don't go much further than sea level:
* Orcish keeps
I won't stop you.Reepurr wrote:You might actually have to do entirely new graphics for the bottom of the orcish keep, since it gets so big.
The dwarf castles are also non-standard. Their cave/chasm transitions are custom made, which is bad because it makes terrain revisions much more difficult.
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- Eleazar
- Retired Terrain Art Director
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- Joined: July 16th, 2004, 1:47 am
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Re: Comment on Eleazar's Terrain Improvements or other threa
Good Speed should improve as we move towards 1.10Reepurr wrote:By the way, I stared at the new water that was lagging my computer out while testing my campaign, and it grew on me. Despite lagging my computer out.
And, no this is not spamming.
Volcanos/Moutnains/Hills (except for the frozen ones) will all use the same type of hill-to-water transition.Reepurr wrote:Several castle/rough terrains don't go much further than sea level:
* Orcish keeps
* Dwarvish castles
* Desert mountains/desert hills?
* Mountains
* Volcanoes
You might actually have to do entirely new graphics for the bottom of the orcish keep, since it gets so big.
Orcish-keeps and other castles that are too big to work with the new bank will need to be redone to work with the water's edge (or at least have an alternate). Planned future water animations make it impractical to have a bunch of different sized water's edges.
...More or less what Doofus wrote at the same time...
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
Attempting Lucidity
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Attempting Lucidity