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Boucman
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Re: Terrain: winter castle

Post by Boucman »

ok, got it...

mistake was on my side, it was a mistake on the snowy castle that was caught by some ruinecastle stuff, making the image invisible with normal castles

fixed, i'm commiting all that to the terrain branch

it would be cool if people with the knowhow checked out that branch and give it some testing... it's pretty delicate and more eyes to spot transition bugs would be great
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doofus-01
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Re: Terrain: winter castle

Post by doofus-01 »

Oh, I misunderstood what you were talking about.

One thing may be an issue is that the ground.png tile (not keep tile) is not the same colour for the snowy and regular orc castles, so some transition will probably be needed. Can the terrain-graphics rules be set so that a recolour of the dirt transition images can be placed over one of the ground.png tiles in adjacent snow/no-snow orc castles? Is there a better way to deal with it?
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Boucman
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Re: Terrain: winter castle

Post by Boucman »

hmm doable, if a bit tricky....

provide the transitions and i'll work with that
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doofus-01
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Re: Terrain: winter castle

Post by doofus-01 »

Here they are.
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orc-dirt.tgz
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Boucman
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Re: Terrain: winter castle

Post by Boucman »

ok, I got it to work, thx...

here are my lines in terrain-graphics.cft
{WALL_TRANSITION Co (!,Co*,Ko*) castle/orcish/fort}
{WALL_TRANSITION2 Ko Co* (!,Co*,Ko*) castle/orcish/keep-fort}
{WALL_TRANSITION Ko (!,Ko*) castle/orcish/keep}
{TRANSITION_BASE_LF Co (!,Co,!,Co*) 0 test castle/orcish/dirt}

{WALL_TRANSITION (Co,Coa) (!,Co*,Ko*) castle/winter-orcish/fort}
{WALL_TRANSITION2 (Ko,Koa) Co* (!,Co*,Ko*) castle/winter-orcish/keep-fort}
{WALL_TRANSITION (Ko,Koa) (!,Ko*) castle/winter-orcish/keep}
{TRANSITION_BASE_LF Coa (!,Coa,!,Co*) 0 test castle/winter-orcish/dirt}
you also need to declare the terrain in terrains.cfg
[terrain_type]
symbol_image=castle/orcish/keep-tile
id=orcish_keep
name= _ "Keep"
description=_ "Fort Keep"
string=Ko
aliasof=Ch
unit_height_adjust=20
recruit_from=true
recruit_onto=true
editor_group=castle
[/terrain_type]
[terrain_type]
symbol_image=castle/orcish/keep-tile
id=snow_orcish_keep
name= _ "Keep"
description=_ "Snowy Fort Keep"
string=Koa
aliasof=Ch
unit_height_adjust=20
recruit_from=true
recruit_onto=true
editor_group=castle
[/terrain_type]

[terrain_type]
symbol_image=castle/orcish/tile
id=orcish_fort
name= _ "Fort"
string=Co
aliasof=Ch
unit_height_adjust=3
recruit_onto=true
editor_group=castle
[/terrain_type]

[terrain_type]
symbol_image=castle/winter-orcish/tile
id=snow_orcish_fort
name= _ "Snowy Fort"
string=Coa
aliasof=Ch
unit_height_adjust=3
recruit_onto=true
editor_group=castle
[/terrain_type]

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doofus-01
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Re: Terrain: winter castle

Post by doofus-01 »

It mostly works, but there are some issues. If this is not fixable, the transition overlays might not be necessary. I could just merge them into the ground, so there would be several different ground tiles. We are only transitioning between two type of terrain.

Would that be easier?
Attachments
winterorcshot1.png
winterorcshot1.png (247.16 KiB) Viewed 2849 times
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Boucman
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Re: Terrain: winter castle

Post by Boucman »

good catch, i'll see what I can do, it's probably fixable


edit: aaaaand fixed
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doofus-01
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Re: Terrain: winter castle

Post by doofus-01 »

I'm trying to get a better castle making process going and I've started a sandcastle. Before I sink too much time into this particular one, I was wondering if there any need for this. (UtBS maybe?)
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sand-castle1a.png
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Sangel
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Re: Terrain: winter castle

Post by Sangel »

doofus-01 wrote:I'm trying to get a better castle making process going and I've started a sandcastle. Before I sink too much time into this particular one, I was wondering if there any need for this. (UtBS maybe?)
Great idea, though currently the castle looks a little too much like... well... sand. The design itself is fine, though - perhaps you can change the colour scheme so that it matches the adobe desert villages?
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Mefisto
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Re: Terrain: winter castle

Post by Mefisto »

Saurians, for example. Bandits in UTBS. Maybe even desert elves, though they would probably build something ornate, like Alhambra?
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ancestral
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Re: Terrain: winter castle

Post by ancestral »

I’m hoping by sand castle you mean dried clay, like adobe?

Such as:
“this”:
I think this would be awesome, especially in desert, but also perhaps sunken in water or snow?
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Mirion147
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Re: Terrain: winter castle

Post by Mirion147 »

If the coloration is too close to sand (I think it could work, but if the art directors think otherwise) you could always make them white, like they've been whitewashed. Alot of cities made of mud and sand-ish stuff are covered in lime or something else to make them white. (I forget the reason behind it but yea).
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Sgt. Groovy
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Re: Terrain: winter castle

Post by Sgt. Groovy »

I forget the reason behind it
To reflect the sun and make them cooler inside. :eng:
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Zerovirus
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Re: Terrain: winter castle

Post by Zerovirus »

I'm guessing that it's for deflecting as much of the sun as possible.

Edit: doh ninja'd.
Boucman
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Re: Terrain: winter castle

Post by Boucman »

doofus, do you use the castl-exploder tool ? i'm not an artist, but it looked quite handy...
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