cave path
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Re: cave path
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.
- Darker_Dreams
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Re: cave path
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.
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.
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Re: cave path
Additional 3 tiles with puddles but without dirt.
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- cave-path-puddles-without-dirt.zip
- (33.22 KiB) Downloaded 205 times
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Re: cave path
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.
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
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Re: cave path
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.You might want to consider adding a few more "plain" tiles
So i'll do some more plain tiles.
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Re: cave path
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.
And if you guys are not happy with some of the variations, feel free to drop them and use as many as you like.
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}
- Attachments
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- cave-path.zip
- (110.23 KiB) Downloaded 195 times
Re: cave path
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)
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)
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Re: cave path
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?
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?
Re: cave path
Ah, my bad, I was looking mostly at the rockbound caves and such, but roads do the same thing near hills, forests and water.
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Re: cave path
For better illustration, take a look here. The cave hills also draw there transitions over the path
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- cavepath-trans.jpg (65.69 KiB) Viewed 5152 times
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Re: cave path
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
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Re: cave path
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.
Re: cave path
You thought wrong , I just committed them. Having dedicated transitions for the cave path would be nice though.musketaquid wrote:Because without these it won't get mainline, i think.
Aurë entuluva!
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Re: cave path
Here are the transitions. They were quickly done, sorry. But better than nothing
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- transitions-without-grid.jpg (20.67 KiB) Viewed 4260 times
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- transitions-with-grid.jpg (23.22 KiB) Viewed 4258 times
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- cavepath-trans.zip
- (32.62 KiB) Downloaded 223 times