Comment on Eleazar's Terrain Improvements or other threads

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

Post by matthiaskrgr »

Reepurr wrote:[offtopic]
Aack...Don't double post matthias!
Edit your posts...Or use your ability to put four pictures in each post.
[/offtopic]
Is there an option somewhere? Afaik the limit is two pictures/post.
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Sceptre of fire/a bargain in struck
Sceptre of fire/a bargain in struck
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Liberty/The grey woods
Liberty/The grey woods
wes6.png
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An orcish incrusion/wasteland
An orcish incrusion/wasteland
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Last edited by matthiaskrgr on September 14th, 2010, 7:08 pm, edited 3 times in total.
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Reepurr
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by Reepurr »

Top right of your post. Click the big "Edit" button.
When did it get changed to 2/post? :doh:
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by bumbadadabum »

Reepurr wrote:Top right of your post. Click the big "Edit" button.
When did it get changed to 2/post? :doh:
Never.

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

Post by matthiaskrgr »

Sorry, my fault. :doh: :oops:
I once tried to attach 2+ images to a post but I failed for some reason, so I assumed it wasn't possible. :oops:
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Normal cave is also illuminated if there is a light north of it, I assume it extends the normal hex-size.
Normal cave is also illuminated if there is a light north of it, I assume it extends the normal hex-size.
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AI
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by AI »

That form of light is probably going to be phased out in favor of localized ToD-lighting.

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

Post by Eleazar »

Ok matthiaskrgr, you found some things i hadn't noticed, or that are legit glitches. Thanks.

I've fixed these:
  • * Removed hard edge on top of impassible cloud
    * Removed hard edge on the top of the cave beam's beams.
    * Fixed transition between leaf litter (Gll) and water
There's a few more i can probably fix.

To save time see this list of known glitches.

Note, there are plenty of irrational and weird ways that terrains (especially overlays) can be combined. Map makers just have to use common sense. It's not at all practical to try to prevent them from planting flowers in lava, or trying to figure out what flowers + lava should look like.

I prioritize fixes based on both the ease of fixing, and the magnitude of the glitch. Without detailing each one, i'll explain that many of the things you've highlighted are too difficult or too minor for me to worry about them. But i don't see how you could know that. So please proceed, if there are other things you can find. Just don't be upset if i don't ( in many cases "can't") fix them all.
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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matthiaskrgr
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by matthiaskrgr »

Ok. Thanks (especially for the link =) )
I tried to load the Everything next to Everything else map but the editor (rev 46515) says

There was an error (format) while loading the file:
Illegal cahracter in map (Hh^Voh) 'Hh^Voh'
The map cannot be loaded.
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LegendOfWesmere-HostileMountains.png
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Eleazar
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by Eleazar »

matthiaskrgr wrote:Ok. Thanks (especially for the link =) )
I tried to load the Everything next to Everything else map but the editor (rev 46515) says

There was an error (format) while loading the file:
Illegal cahracter in map (Hh^Voh) 'Hh^Voh'
The map cannot be loaded.
Bleeding edge user are you? 8)

The map has been updated. Several now redundant village terrains have been removed see the bottom of this post.
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

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

Post by matthiaskrgr »

Thanks. :D

I think that it is essential for a beta-tester to be up to date.
1) Outdated bugs can be very annoying
2) Being up-to-date makes pinpointing bug-introducing revisions much easier... :mrgreen:

Reading 'Everything next to Everything' I really expected everything to be next to everything (I was already curious how big the map was :lol2: ) but I found some things here, too... :P
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Is the golden hex shrouded intentionally?
Is the golden hex shrouded intentionally?
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Eleazar
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by Eleazar »

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

matthiaskrgr
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Joined: September 13th, 2010, 2:53 pm

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

Post by matthiaskrgr »

What I wanted to point out wasn't the red shining but the hex-silhouette that was made more easy to spot with the red shining. It's still there.

Is it possible to make the smoke optional as embellishment? :)
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strange silhouette
strange silhouette
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Gomisan
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by Gomisan »

Just one point about the fords graphic.. and I appreciate all the hard work you've put in on these. However.. the old graphic I felt gave teh appearance of swift running water, over shallow rocks, much like a river ford would be. Almost like rapids. This was a function of the white highlights. Perhaps there is room for the old and the new? One as river rapids, the other as a shallow muddy water ;)

:P

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

Post by Cloud »

Rivers are notoriously badly done. There's a reason for this - they're very complex things. With waves they don't change much to the casual viewer; yes there are different kinds to people how know, but the waves we have now are a pretty good matchup of the general idea of waves.

With rivers, there's a lot of different types just to being with: tidal, stagnant, big volume, creeks, etc. Next you have the issue of getting the engine to decide which way the river should flow. then we reach some of the scaling problems - there's a map with a huge ford over a big river. Should that be made into a flowing river, even though the majority of rivers are probably going to be 1-3 hexes wide. If so - how do you transition it?

That's just the beginning of problems with rivers. I've never seen a game manage to do one properly yet.
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by Eros »

* non-artist alert *

The volcano is amazing! The smoke is also amazing, especially if it were animated. The pool of lava, though, seems a long way down inside and very large. I'm sure my geology textbook would have something about internal collapse etc.

NB: is the lava going to be animated to bubble and spit etc?

* non-artist alert *
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by mich »

I don't know if this is already knowed (or you still have to work on this), but overlays over ford and the new swamp give some problems. Also using overlays over reef is graphically just as putting overlays over water, but this is not a real problem.
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terrains_problems.jpg

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