My Terrain (Mine!)
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Re: Terrain: underground windmill
you rang?Zerovirus wrote:Sooner or later it will pop up in umc.
JM can you send me the frames?
- beetlenaut
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Re: Terrain: underground windmill
Actually, could you post the frames? Someone else will finish it I'm sure.
Campaigns: Dead Water,
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The Founding of Borstep,
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and WML Guide
Re: Terrain: underground windmill
The snow castles never got implemented because of transition issues, right? I think something would have to change about how the ruins are done. The comment on it in terrain-graphics.cfg sounded ominous but I do not really understand all of how the terrains are drawn.
But the attached things mostly work: Are the transitions really that important? I can see only part of a castle being ruined, but I can't see only part of a castle being snowed on...
But the attached things mostly work: Are the transitions really that important? I can see only part of a castle being ruined, but I can't see only part of a castle being snowed on...
- Attachments
-
- winter-castle.tgz
- (249.17 KiB) Downloaded 169 times
-
- terrain.txt
- (1.07 KiB) Downloaded 191 times
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
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Re: Terrain: winter castle
thx for pointing that to me...
I'll have a look and post a comment about this soon
I'll have a look and post a comment about this soon
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Re: Terrain: winter castle
OK. Part of my reason for bringing this up was that I was wondering if there was any point in doing the same for the orc castles.
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
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Re: Terrain: winter castle
aaand done...
it will be in 1.9 (new terrain=>new string=> not in 1.8 )
and as usual, if you provide more terrains, i'll integrate
doofus-01 : a usefull addition would be castle-to-castle transitions, they currently don't look that good, but there are a lot of them... (use the keep template to do the connections)
cheers
it will be in 1.9 (new terrain=>new string=> not in 1.8 )
and as usual, if you provide more terrains, i'll integrate
doofus-01 : a usefull addition would be castle-to-castle transitions, they currently don't look that good, but there are a lot of them... (use the keep template to do the connections)
cheers
Fight key loggers: write some perl using vim
Re: Terrain: winter castle
Castle-to-castle? I don't really know what you mean.Boucman wrote:a usefull addition would be castle-to-castle transitions, they currently don't look that good, but there are a lot of them... (use the keep template to do the connections)
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
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Re: Terrain: winter castle
if you put an elven castle next to a normal castle, you'll see missing pieces..
not an emergency, but still an area that is lacking...
not an emergency, but still an area that is lacking...
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- King_Elendil
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Re: Terrain: winter castle
Hi, um i think that this might be a little late (and i have no real experience with terrain-art), but i was wondering if it were possible to make torches show up on the orcish castle at night; like on the top of the poles or something? I think it might add a more savage look if it were possible . I really admire your work Doofus! If I were an artist I would strive to be like you ! It was just a random thought, so if it's not possible don't think I'm trying to tell you what to do.
~Keep up the amazing work !
~Keep up the amazing work !
I'm finally admitting that this will be a very long (if not permanent) Wesbreak. Thank y'all for the great times, and may Wesnoth rise to become one of the most popular games on the planet.
Re: Terrain: winter castle
I'm not sure this is finished, but it's as far as I'm going to get within the next week or so.
I'll think about the encampment-castle transition, it could make sense to have those next to each other.
EDIT:Fires on the poles might be an option. Similar to the animated flames on the walls.
I'll think about the encampment-castle transition, it could make sense to have those next to each other.
EDIT:Fires on the poles might be an option. Similar to the animated flames on the walls.
- Attachments
-
- winter-orcish.tgz
- (261.71 KiB) Downloaded 167 times
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: Terrain: winter castle
Do note that unless they're provided as an alternative set of tiles/terrain/whatever, one couldn't really make an abandoned encampment anymore.doofus-01 wrote:EDIT:Fires on the poles might be an option. Similar to the animated flames on the walls.
Re: Terrain: winter castle
This winter castle looks in my opinion much better than its regular variant.
Re: Terrain: winter castle
is this wip or are all tiles available ?
I have problems with keep<=>snowy keep transitions, but i'm not sure yet if this is on my side or a missing image...
I have problems with keep<=>snowy keep transitions, but i'm not sure yet if this is on my side or a missing image...
Fight key loggers: write some perl using vim
Re: Terrain: winter castle
I didn't do any snowy-nonsnowy transitions, I was hoping no one would notice...
Actually, I'm not sure what those would be. The ruins work because you break a tower but the wall looks pretty similar. I don't think that will work with the snow, especially on the orc things. I'd need to draw less-snowy images. That would be twice as much work, or worse if we try to have other castle-castle transitions.
Maybe I'm wrong. Could I see the terrain code & macros you were using for this transitions?
EDIT:I had to check the files for ruins, I think those are the only current castle-castle transitions. It looks like there are no real transitions, just the use of wildcards (Ch*) in how the ruins are placed with terrain-graphics.cfg. I wouldn't know how to test the transitions even if I had them.
Actually, I'm not sure what those would be. The ruins work because you break a tower but the wall looks pretty similar. I don't think that will work with the snow, especially on the orc things. I'd need to draw less-snowy images. That would be twice as much work, or worse if we try to have other castle-castle transitions.
Maybe I'm wrong. Could I see the terrain code & macros you were using for this transitions?
EDIT:I had to check the files for ruins, I think those are the only current castle-castle transitions. It looks like there are no real transitions, just the use of wildcards (Ch*) in how the ruins are placed with terrain-graphics.cfg. I wouldn't know how to test the transitions even if I had them.
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: Terrain: winter castle
hmm
that's odd, at first I thought you were missing images, but apparently you have all the ones from the snow castle
the error is probably on my side, i'll dig some more
that's odd, at first I thought you were missing images, but apparently you have all the ones from the snow castle
the error is probably on my side, i'll dig some more
Fight key loggers: write some perl using vim