ice terrain?
Moderator: Forum Moderators
Forum rules
Before posting critique in this forum, you must read the following thread:
Before posting critique in this forum, you must read the following thread:
-
- Posts: 826
- Joined: January 21st, 2004, 1:10 am
- Location: San Diego, CA
I also have a problem with the change to alpha channel. I tried to use it for the convertion of ice terrain and my essay at cave wall but I failed. My old version of photoshop doesn't seem to handle alpha channel. When I try to apply alpha channel with graphic converter I either get the whole picture blank or I appear to succeed to get the alpha to over the hex mask but when I try the picture in BfW the mask come as white around the hex. It' s very frustrating
Never tell a dwarf that he shortchanged you!
-
- Posts: 826
- Joined: January 21st, 2004, 1:10 am
- Location: San Diego, CA
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
I made a photoshop action that really helps make the tiles seamless. No gurantees that it will work in versions other than CS.fmunoz wrote:Yes there are seamless terrain functions insome programs ... but only for square tiles.. not for hexagonal ones..
Basicly you put a correctly sized hex on it's own layer in the middle of the template psd. Making sure your new tile layer is selected, you can run either action:
One will show you how about a dozen of the hexes look together,
and the other will shift your hex around so the edges become 3 seams in the middle of the hex, and you can easily paint over the glitches.
Also don't delete the "master shape" layer. It's neccesary for one of the actions to run.
No warrently of suitibility for any purose is implied, but it works for me.
Looking at the ice terrain in wesnoth recently, it occured to me that Christophe's ice is better than what we have, especially with the circular cracks. Is there a reason why the icepack he posted back in March was never implemented? Or was it replaced by the ice images we currently have, which were deemed even better?
I have added new redirector;
http://webcvs.wesnoth.org
There you can browse to images/terrain/ and check what is in CVS HEAD.
- Miyo
ps. don't click the filename when you find the file you want to see... click the version number next to it
http://webcvs.wesnoth.org
There you can browse to images/terrain/ and check what is in CVS HEAD.
- Miyo
ps. don't click the filename when you find the file you want to see... click the version number next to it
-
- Posts: 826
- Joined: January 21st, 2004, 1:10 am
- Location: San Diego, CA
About the ice terrain: The one witch was used is an really old version I made and that should have been replaced with a more recent one 6 month ago. I noticed it wasn't the case about 2 month ago and informed Dave about it. It was apparently a simple mistake of using tan outdated file and Cedric was supposed to replace the file in June but it didn't happen. It would be nice if the proper ice terrain was included, included the broken ice variant.
Never tell a dwarf that he shortchanged you!
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
I'm in the process of moving and won't have regular net access for a few weeks. However i can clear up this confusion.quartex wrote:I assume Eleazar has added much improved ice to the CVS-Head.
The change i made to the CVS head was just a minor housekeeping one. I don't remember if i was fixing a minor glitch or just shrunk the file size.
I wasn't aware of C33's ice at the time, but even if i was i would have needed upper Dev go-ahead to commit it.
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
-> What i might be working on
Attempting Lucidity