New castle grapchics (?)

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freim
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Post by freim »

Neoriceisgood wrote:I'd like to work on castles, but I don't feel like getting perspective and all that hassle I'd have to figure out done,

I can easily emulate Pekka's style otherwise though.
Then you can start by churning out concepts. You can use the current castle tile as a starting point, should help you along to get the pespective right. You don't need to make all the needed tiles and make everything fit to begin with. A lot of people can do that part.

I would like to see:
* Dwarven castle - in the style of the new dwarven village
* Orcish castle - pekka is working on this one
* Undead castle - I would like to see something dark with eerie green light like in the LOTR movies. Rip-off, but it's cool
* Drake Castle - no idea how this one should look
* A new encampment - either a new one, or a rewamp of this one
Neoriceisgood
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Post by Neoriceisgood »

I'll make the drake castle, considering drakes are my own faction to begin with
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pekka
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Post by pekka »

I would do this, but I can't make changes to WML.
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Sunken castle tiles with deep water tiles
Sunken castle tiles with deep water tiles
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torangan
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Post by torangan »

I'd say no. Sunken castle sticking out of of shallow water is ok but in deep water it should be completely submerged and invisible.
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Darth Fool
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Post by Darth Fool »

Yes they should be. A change is required to data/terrain.cfgs to get it to work properly. Unfortunately, I can't tell you right now what that change is, as I am not at a computer with wesnoth installed, but it is doable.
pekka
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Post by pekka »

yup. I did it now. I think it works properly.
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terrain-graphics.zip
modified terrain-graphics.cfg from trunk.
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freim
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Post by freim »

pekka wrote:yup. I did it now. I think it works properly.
Seeemed to work correctly, I commited the change.
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Jetrel
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Post by Jetrel »

:D Hey, those ripples look cool! Nice work, guys.
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pekka
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Post by pekka »

Thanks. Here are some more ruin variations done. Not sunken yet, just the ruins. Convex-nw and convex-ne.
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ruin-convex-ne-nw.zip
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pekka
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Post by pekka »

...and here are the sunken versions of convex-ne & convex-nw. Only concave-ne & nw to go! :)

EDIT: Now that the ruin castle is nearing it's completion I've given a glimpse to the ruin keep graphics. There are ~90 keep ruin tiles which consist of 3 tile variations. Is it really relevant to draw that many variations for the ruin keep, which is still quite rare hex on the map? And it is time consuming..
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sunken-ruin-convex-ne-nw.zip
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freim
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Post by freim »

pekka wrote:...and here are the sunken versions of convex-ne & convex-nw. Only concave-ne & nw to go! :)

EDIT: Now that the ruin castle is nearing it's completion I've given a glimpse to the ruin keep graphics. There are ~90 keep ruin tiles which consist of 3 tile variations. Is it really relevant to draw that many variations for the ruin keep, which is still quite rare hex on the map? And it is time consuming..
No, I would say one tile variation is enough. Don't use forever making all these variations, I can imagine it's getting quite tedious. The dwarven castle fx only has 2 keep tiles: a floor and the keep itself. Feel free to do the same. The ruins aren't used that much to justify making 90 tiles for it's keep alone imo.

I will commit these new tiles shortly.
pekka
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Post by pekka »

I'm not sure if understood completely what you ment when comparing current keep/castle and dwarven castle/keep tiles, because they are arranged in different methodology. Yet I understood that I can drop about 60 tiles from my update list. That is more than enough to me to understand.. :)
freim
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Post by freim »

pekka wrote:I'm not sure if understood completely what you ment when comparing current keep/castle and dwarven castle/keep tiles, because they are arranged in different methodology. Yet I understood that I can drop about 60 tiles from my update list. That is more than enough to me to understand.. :)
I haven't looked closely on how they are arranged. What I ment was that maybe you could make it with the dwarven methodology, thus having to make just 2 tiles instead of 30. Not sure how that would work out though.

If you pop by irc we could look into it.
pekka
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Post by pekka »

I sank the first four keep tiles. Now is the right time to influence to the upcoming sunken keep design, if there were something wrong/unfunctional/bad/negative in the tiles. Comments are welcome.
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sunkenkeep-e.zip
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pekka
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Post by pekka »

Ignore the previous post, I've polished the ripples of the earlier tiles. Almost the whole keep is sunken; 4 tiles to go in it anymore.
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sunkenkeep-batch2.zip
sunken keep, not ruined. 4 tiles missing.
(178.94 KiB) Downloaded 460 times
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