Terrain Art Request - Desert Terrains
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- Sgt. Groovy
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- thespaceinvader
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The lizard's cool, but for it to work, it would need to be animated. Having a lizards just sitting there on the hex doing nothing for days on end would look weird... Simple variants on the pattern in the centre without touching the edges seems like a good idea to me. Maybe put some bigger rocks on in some areas or something.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
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- thespaceinvader
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I thought that was the case... does it support animations which extend across multiple hexes? Having a little lizard scampering around the whole terrain would be awesome. Having it doing it randomly would be even more so...
But that would be a lot of work. And in this case, the hex is still the same, it just has something sitting on top of it, which doesn't take away from the 'hexes-are-all-the-same' issue i don't think.
But that would be a lot of work. And in this case, the hex is still the same, it just has something sitting on top of it, which doesn't take away from the 'hexes-are-all-the-same' issue i don't think.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
- Sgt. Groovy
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- thespaceinvader
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Strange, i had that thought myself =D
I wasn't sure whether cacti grow on that sort of ground, though.
I wasn't sure whether cacti grow on that sort of ground, though.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Sorry this has been languishing so long - I'm back to this idea this week!
Attached are some tests of the two terrains in-game. I'm very pleased with this so far.
The first salt flats looked too white (saltflats 1). I just did a quick coloration shift / RGB channel curve adjustment job to give it a hue that matches the environment better (and distinguishes it from snow terrain more - saltflats 3). It loses some definition in the color shift, though. I'm not sure how it can be done better.
The parched ground terrain looks really good in-game, I'll adopt it immediately. I'd be really happy if somebody wanted to make variations for it.
Attached are some tests of the two terrains in-game. I'm very pleased with this so far.
The first salt flats looked too white (saltflats 1). I just did a quick coloration shift / RGB channel curve adjustment job to give it a hue that matches the environment better (and distinguishes it from snow terrain more - saltflats 3). It loses some definition in the color shift, though. I'm not sure how it can be done better.
The parched ground terrain looks really good in-game, I'll adopt it immediately. I'd be really happy if somebody wanted to make variations for it.
- Attachments
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- parched ground in-game test
- parched_ingame.png (278.08 KiB) Viewed 3851 times
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- saltflats 3 - color shifted salt flats
- saltflats3_ingame.png (261.69 KiB) Viewed 3855 times
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- the original salt flats in-game
- saltflats_ingame.png (240.91 KiB) Viewed 3851 times
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- recolored salt flats tile
- saltflats.png (5.85 KiB) Viewed 3852 times
Try some Multiplayer Scenarios / Campaigns
- Eleazar
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The "parched ground" is too contrasty, but has a nice perspective.
The "salt flats" fails to lay down properly. It's looks like a surface parallel to the screen, rather than angled back at about 45 degrees.
Sorry, no examples. My development computer is waiting for a replacement part to get here.
The "salt flats" fails to lay down properly. It's looks like a surface parallel to the screen, rather than angled back at about 45 degrees.
Sorry, no examples. My development computer is waiting for a replacement part to get here.
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
- Eleazar
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Re: Terrain Art Request - Desert Terrains
Well, 3 years later... I think this excuses a double post.
The parched ground has a promising start, and i can say that about very few terrain that hasn't been added to mainline.
* I think the scale is too large, the pieces should be at least half as large.
* Of course it needs some variants, and transitions.
The parched ground has a promising start, and i can say that about very few terrain that hasn't been added to mainline.
* I think the scale is too large, the pieces should be at least half as large.
* Of course it needs some variants, and transitions.
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
Re: Terrain Art Request - Desert Terrains
Rhuvaenm, try to make the parched ground as the same colour than the normal sand, that should look really good.
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Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Re: Terrain Art Request - Desert Terrains
I doubt he will. Look at the post dates.IPS wrote:Rhuvaenm, try to make the parched ground as the same colour than the normal sand, that should look really good.