My Terrain (Mine!)
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Re: Terrain: winter castle
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
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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Re: Terrain: winter castle
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?
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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Re: Terrain: winter castle
hmm doable, if a bit tricky....
provide the transitions and i'll work with that
provide the transitions and i'll work with that
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Re: Terrain: winter castle
Here they are.
- Attachments
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- orc-dirt.tgz
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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
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Re: Terrain: winter castle
ok, I got it to work, thx...
here are my lines in terrain-graphics.cft
here are my lines in terrain-graphics.cft
you also need to declare the terrain in terrains.cfg{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}
[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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Re: Terrain: winter castle
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?
Would that be easier?
- Attachments
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- winterorcshot1.png (247.16 KiB) Viewed 3751 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
good catch, i'll see what I can do, it's probably fixable
edit: aaaaand fixed
edit: aaaaand fixed
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Re: Terrain: winter castle
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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| Abandoned: Tales of the Setting Sun
GitHub link for these projects
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Re: Terrain: winter castle
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?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?)
"Pure logic is the ruin of the spirit." - Antoine de Saint-Exupéry
Re: Terrain: winter castle
Saurians, for example. Bandits in UTBS. Maybe even desert elves, though they would probably build something ornate, like Alhambra?
Re: Terrain: winter castle
I’m hoping by sand castle you mean dried clay, like adobe?
Such as:I think this would be awesome, especially in desert, but also perhaps sunken in water or snow?
Such as:
“this”:
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Exp. map viewer
Re: Terrain: winter castle
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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Re: Terrain: winter castle
To reflect the sun and make them cooler inside.I forget the reason behind it
Tiedäthän kuinka pelataan.
Tiedäthän, vihtahousua vastaan.
Tiedäthän, solmu kravatin, se kantaa niin synnit
kuin syntien tekijätkin.
Tiedäthän, vihtahousua vastaan.
Tiedäthän, solmu kravatin, se kantaa niin synnit
kuin syntien tekijätkin.
Re: Terrain: winter castle
I'm guessing that it's for deflecting as much of the sun as possible.
Edit: doh ninja'd.
Edit: doh ninja'd.
Re: Terrain: winter castle
doofus, do you use the castl-exploder tool ? i'm not an artist, but it looked quite handy...
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