Improving castles in cave transitions
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Improving castles in cave transitions
I've noticed for years that the transitions between non-dwarvish castles and cave walls. Yesterday, I decided to tweak the terrain graphics WML to replicate the behavior of dwarvish castles with other castles (but not keeps). The result is at the end of this post.
However, as highlighted in red, we don't have transition images for all variants of castle with cave walls, so for the time being I used the dwarvish images, so it looks a little weird.
If anyone wants to take a shot at creating transition images for other variants of castle with the cave walls, that would be quite welcome. The transitions for the dwarvish castles are in data\core\images\terrain\castle\dwarven-castle-wall for reference.
EDIT: better comparison image
However, as highlighted in red, we don't have transition images for all variants of castle with cave walls, so for the time being I used the dwarvish images, so it looks a little weird.
If anyone wants to take a shot at creating transition images for other variants of castle with the cave walls, that would be quite welcome. The transitions for the dwarvish castles are in data\core\images\terrain\castle\dwarven-castle-wall for reference.
EDIT: better comparison image
Creator of Shadows of Deception (for 1.12) and co-creator of the Era of Chaos (for 1.12/1.13).
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- Alarantalara
- Art Contributor
- Posts: 786
- Joined: April 23rd, 2010, 8:17 pm
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Re: Improving castles in cave transitions
I did the images for cave-encampment some time ago. You can find them in the Roar of the Woses add-on.
After I did them, I decided it was not worth trying to do this by adding more images in the existing style. The castles already don't line up well with each other and there are now 4 different types of caves for which only one has transitions to any keep. I'd rather take the time to find a new way of cutting castles into pieces so that no special transitions need be made for any case where walls adjoin - castle, cave, keep or otherwise. I think it's possible if towers are separated from walls and sides are done by walls and corners by towers, but I didn't get as far as actually trying it out.
After I did them, I decided it was not worth trying to do this by adding more images in the existing style. The castles already don't line up well with each other and there are now 4 different types of caves for which only one has transitions to any keep. I'd rather take the time to find a new way of cutting castles into pieces so that no special transitions need be made for any case where walls adjoin - castle, cave, keep or otherwise. I think it's possible if towers are separated from walls and sides are done by walls and corners by towers, but I didn't get as far as actually trying it out.
Re: Improving castles in cave transitions
Hm. That's actually probably a good idea. It would allow us to reduce to number of images needed for transitions. But the castle cutter would have to be redone then, wouldn't it?
Creator of Shadows of Deception (for 1.12) and co-creator of the Era of Chaos (for 1.12/1.13).
SurvivalXtreme rocks!!!
What happens when you get scared half to death...twice?
SurvivalXtreme rocks!!!
What happens when you get scared half to death...twice?
Re: Improving castles in cave transitions
The castle cutter is a relic, don't let that be a concern. It might have been used for the dwarf castle, and the obsolete human castle, but not for most of the others.vultraz wrote:But the castle cutter would have to be redone then, wouldn't it?
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: Improving castles in cave transitions
So what would be the best way to do this, then?
Creator of Shadows of Deception (for 1.12) and co-creator of the Era of Chaos (for 1.12/1.13).
SurvivalXtreme rocks!!!
What happens when you get scared half to death...twice?
SurvivalXtreme rocks!!!
What happens when you get scared half to death...twice?
Re: Improving castles in cave transitions
Not sure. Drawing special transitions for all castles like is done for the dwarf castle is something I'm certainly not going to volunteer for (and dwarf castle is just single-level, the others would probably end up needing more images). Maybe there could be some sort of rough stone wall that wouldn't need precise alignment so could be re-used for all castle-cave varieties.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: Improving castles in cave transitions
I think Alarantalara's suggestion was to re-cut castles so the extra images won't be needed. I was asking if you could recommend a method for that.
Creator of Shadows of Deception (for 1.12) and co-creator of the Era of Chaos (for 1.12/1.13).
SurvivalXtreme rocks!!!
What happens when you get scared half to death...twice?
SurvivalXtreme rocks!!!
What happens when you get scared half to death...twice?
Re: Improving castles in cave transitions
Lots of grunt work.vultraz wrote:So what would be the best way to do this, then?
Re: Improving castles in cave transitions
I was afraid of thatzookeeper wrote:Lots of grunt work.vultraz wrote:So what would be the best way to do this, then?
Creator of Shadows of Deception (for 1.12) and co-creator of the Era of Chaos (for 1.12/1.13).
SurvivalXtreme rocks!!!
What happens when you get scared half to death...twice?
SurvivalXtreme rocks!!!
What happens when you get scared half to death...twice?
Re: Improving castles in cave transitions
I would suggest just to do it.
For starter: I would take human and orcish castle and keep!
Making the transition seems to be just cut and paste.
Meaning: Take the dwarven castle transition and replace the wall part with one of the for above.
For starter I would focus on one wall color, but I would definetely treat the keep as well.
For starter: I would take human and orcish castle and keep!
Making the transition seems to be just cut and paste.
Meaning: Take the dwarven castle transition and replace the wall part with one of the for above.
For starter I would focus on one wall color, but I would definetely treat the keep as well.
Re: Improving castles in cave transitions
I don't think new images are necessary; if someone wants to make them, then that'd be great, but if not, then we could fix it WML-side somehow.
Here's my attempt so far. There's a glitch with some walls drawing on top of towers, and I haven't yet attempted to make all of it mesh with keeps, but it seems like a good start.
Here's my attempt so far. There's a glitch with some walls drawing on top of towers, and I haven't yet attempted to make all of it mesh with keeps, but it seems like a good start.
Re: Improving castles in cave transitions
btw: Was the display of walls changed for 1.12? If not, I'd like to point to something I think isn't pretty:
I just can think of this example from 1.10, but maybe it's possible to hide the unexplored side of the wall?
I just can think of this example from 1.10, but maybe it's possible to hide the unexplored side of the wall?
I have a cunning plan.
- Tom_Of_Wesnoth
- Posts: 208
- Joined: January 14th, 2015, 4:03 pm
- Location: Wesnoth 2020 and Wesnoth 2007
Re: Improving castles in cave transitions
nuorc, seeing that lets the player know there's a castle there, which is important information.
If presented with the opportunity, I would take great pleasure in becoming a world ruler.
Re: Improving castles in cave transitions
Point is that player should not know that.
Re: Improving castles in cave transitions
@Tom_Of_Wesnoth: Sure it's important to know where stuff is, but I don't think cave walls are supposed to be see-through.
Edit: Ravana beat me to it...
Edit: Ravana beat me to it...
I have a cunning plan.