Preview: Multihex terrain
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- Retired Terrain Art Director
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Preview: Multihex terrain
I've been looking into making some multihex terrain for some time now and I though it was time for a preview. I went about it somewhat different than earlier terrain as I wanted to try something new, and to exploit the possibilities of multihex tiles.
The base tiles for the new forest are already commited to cvs, more variants will come later.
The mountains are what I've been working on the most. I've used photographs of real mountains as inspiration and to get the shadows and such more correct, they are still hand drawn pixel for pixel though which have taken a few hours to say the least. I really should get myself a drawing tablet
Same terrain with units. Because of the way it's layered the units will get partially covered. At the moment the HP & XP bar also gets covered, but those should probably always be on top.
http://www.idi.ntnu.no/~haskjold/wesnot ... _test2.png
I haven't really started on the hills yet apart from the test tile in the screenshots.
EDIT: another screenshot of the forest: http://www.idi.ntnu.no/~haskjold/wesnot ... _test5.jpg
comments?
The base tiles for the new forest are already commited to cvs, more variants will come later.
The mountains are what I've been working on the most. I've used photographs of real mountains as inspiration and to get the shadows and such more correct, they are still hand drawn pixel for pixel though which have taken a few hours to say the least. I really should get myself a drawing tablet
Same terrain with units. Because of the way it's layered the units will get partially covered. At the moment the HP & XP bar also gets covered, but those should probably always be on top.
http://www.idi.ntnu.no/~haskjold/wesnot ... _test2.png
I haven't really started on the hills yet apart from the test tile in the screenshots.
EDIT: another screenshot of the forest: http://www.idi.ntnu.no/~haskjold/wesnot ... _test5.jpg
comments?
Last edited by freim on April 19th, 2005, 3:56 pm, edited 1 time in total.
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The mountains look awesome.
With the forest, I can't really tell there's a multi-hex tile on it, which, I guess, is as it should be.
With the forest, I can't really tell there's a multi-hex tile on it, which, I guess, is as it should be.
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The new mountains look really beautiful, thought they obviously wouldn't transitions with the old ones. It's a case of much more realistic terrain as opposed to Eleazar's more cartoony mountains. I'm not sure how the multihex mountains would fit with single-hex mountains, but if anyone can make it work, frame can.
And it is hard to see the hexes with the forest terrain.
And it is hard to see the hexes with the forest terrain.
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They are not meant to be used together with the old ones. They also include single hex mountains, which you can see in the screenshot (there are in fact 6 of them, 2 different variants).quartex wrote:The new mountains look really beautiful, thought they obviously wouldn't transitions with the old ones. It's a case of much more realistic terrain as opposed to Eleazar's more cartoony mountains. I'm not sure how the multihex mountains would fit with single-hex mountains, but if anyone can make it work, frame can.
And it is hard to see the hexes with the forest terrain.
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Yes, there is. As I understand it, quite a few people like playing Wesnoth as a "Board Game", and so keep the grid turned on at all times. Whatever suits.Ankka wrote:Is there an option to show the hexgrid when playing? That would at least solve the problem if someone thinks it is.
You know, looking them over again, these new mountains have an almost "painted" air to them, like something from an impressionist work.
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