cave path

Contribute art for mainline Wesnoth.

Moderators: Forum Moderators, Developers

Forum rules
Before posting critique in this forum, you must read the following thread:
cretin
Posts: 357
Joined: June 28th, 2007, 2:57 pm
Location: Virginia

Re: cave path

Post by cretin »

ooh i like the idea of water puddles, but imo it looks a bit odd. also, maybe im a bit leaning towards DnD underdark but dirt i would imagine would be not so common. thats the wrong way to put it but i cant think of a better way. just by looking at the other terrains which look mostlly rock, so the brown dirt looks out of place.

User avatar
Darker_Dreams
Posts: 608
Joined: February 1st, 2008, 5:26 pm

Re: cave path

Post by Darker_Dreams »

I really like the plain one now, I think the contrast looks great.

I think a couple of them get a little busy, and stringing groups of them together can definitely get that feel. Overall, though, I like it (for whatever that is worth).

If its not too much work (and doesn't look wierd in some unforseen manner) I might add to the set a hex with just the puddle(s) and not the dirt.

musketaquid
Art Contributor
Posts: 117
Joined: July 18th, 2006, 12:23 am

Re: cave path

Post by musketaquid »

Additional 3 tiles with puddles but without dirt.
Attachments
cavepath.jpg
cave-path-puddles-without-dirt.zip
(33.22 KiB) Downloaded 166 times

Sangel
Moderator Emeritus
Posts: 2232
Joined: March 26th, 2004, 10:58 pm
Location: New York, New York

Re: cave path

Post by Sangel »

Excellent work, as always, musketaquid.

You might want to consider adding a few more "plain" tiles, so that the puddles and/or dirt don't occupy so much of the pathspace. Alternately, fiddling with the WML to increase the frequency of the "plain" tiles you've already made would achieve a similar effect with less artwork required.

You're certainly fleshing out the cave terrains in a visually effective manner.
"Pure logic is the ruin of the spirit." - Antoine de Saint-Exupéry

musketaquid
Art Contributor
Posts: 117
Joined: July 18th, 2006, 12:23 am

Re: cave path

Post by musketaquid »

You might want to consider adding a few more "plain" tiles
As i consider this, it seems to be inescapable. Increasing the frequency of the "plain" tiles by WML only, would be not so good. It would look monotone and a regular scheme would slightly be visible.
So i'll do some more plain tiles.

musketaquid
Art Contributor
Posts: 117
Joined: July 18th, 2006, 12:23 am

Re: cave path

Post by musketaquid »

I added two new different "plain" tiles and made it so, that some of the variations, with puddles and dirt, are based on the new ones too. Concerning the frequency of each tile, here is the part of _final.cfg that deals on this issue.

Code: Select all

{TERRAIN_BASE_PROB  Rc                 cave/path9              3}
{TERRAIN_BASE_PROB  Rc                 cave/path8              4}
{TERRAIN_BASE_PROB  Rc                 cave/path7              5}
{TERRAIN_BASE_PROB  Rc                 cave/path6              6}
{TERRAIN_BASE_PROB  Rc                 cave/path5              7}
{TERRAIN_BASE_PROB  Rc                 cave/path4              8}
{TERRAIN_BASE_PROB  Rc                 cave/path3              10}
{TERRAIN_BASE_PROB  Rc                 cave/path2              30}
{TERRAIN_BASE_PROB  Rc                 cave/path1              40}
{TERRAIN_BASE       Rc                 cave/path}
And if you guys are not happy with some of the variations, feel free to drop them and use as many as you like.
Attachments
cave-path.zip
(110.23 KiB) Downloaded 162 times
cavepath.jpg

AI
Developer
Posts: 2394
Joined: January 31st, 2008, 8:38 pm

Re: cave path

Post by AI »

Nice work :)
I'd think the next step would be creating transitions between the path and the other cave terrains, to create the road-effect rather than just a flat cave tile. (make a road through grassland to see what I mean)

musketaquid
Art Contributor
Posts: 117
Joined: July 18th, 2006, 12:23 am

Re: cave path

Post by musketaquid »

Thanks!
But sorry, don't know what you mean. I see no need for that. If you look closely, you see that the transitions of the cave floor tiles gets drawn over the path tile and this also happens with grassland. You only need transitions of the path for water tiles, but who wants to build this cave path near water?

AI
Developer
Posts: 2394
Joined: January 31st, 2008, 8:38 pm

Re: cave path

Post by AI »

Ah, my bad, I was looking mostly at the rockbound caves and such, but roads do the same thing near hills, forests and water.

musketaquid
Art Contributor
Posts: 117
Joined: July 18th, 2006, 12:23 am

Re: cave path

Post by musketaquid »

For better illustration, take a look here. The cave hills also draw there transitions over the path :wink:
Attachments
cavepath-trans.jpg
cavepath-trans.jpg (65.69 KiB) Viewed 3601 times

Sangel
Moderator Emeritus
Posts: 2232
Joined: March 26th, 2004, 10:58 pm
Location: New York, New York

Re: cave path

Post by Sangel »

Quick question - is this suitable for mainline? If so, has it been committed to mainline? It's some excellent work that I'd love to see available to all.
"Pure logic is the ruin of the spirit." - Antoine de Saint-Exupéry

musketaquid
Art Contributor
Posts: 117
Joined: July 18th, 2006, 12:23 am

Re: cave path

Post by musketaquid »

Sorry, don't have much time to work on this at the moment. I bought me a new notebook and i don't have the ability to work with it during my working hours, and spare time is rare. But i think, i'll get the transitions done some day. Because without these it won't get mainline, i think.

mog
Inactive Developer
Posts: 190
Joined: March 16th, 2006, 2:07 pm
Location: Germany
Contact:

Re: cave path

Post by mog »

musketaquid wrote:Because without these it won't get mainline, i think.
You thought wrong ;), I just committed them. Having dedicated transitions for the cave path would be nice though.
Aurë entuluva!

musketaquid
Art Contributor
Posts: 117
Joined: July 18th, 2006, 12:23 am

Re: cave path

Post by musketaquid »

Here are the transitions. They were quickly done, sorry. But better than nothing :wink:
Attachments
transitions-without-grid.jpg
transitions-without-grid.jpg (20.67 KiB) Viewed 2709 times
transitions-with-grid.jpg
transitions-with-grid.jpg (23.22 KiB) Viewed 2707 times
cavepath-trans.zip
(32.62 KiB) Downloaded 195 times

Post Reply