My Terrain (Mine!)

Contribute art for mainline Wesnoth.

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cretin
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Re: Terrain: Sandcastles

Post by cretin »

ah man i really dont like those cut off desert spires, they just look unfinished. probably should have said this earlier. anyways, its just 1 opinion.

nice work on a whole though, looks good
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Jetrel
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Re: Terrain: Sandcastles

Post by Jetrel »

:augh: You keep giving the desert buildings this bizarre green cast, which doesn't make any sense if they're made from the same rock as the sand around them. You also need to make your brightest highlights brighter, and de-emphasize to the point of often eliminating entirely the "outlines" - that'll eliminate most of the cartoony look.

Yes, at rare places on the outlines, it's totally fine for the building to completely blend with the terrain. That's what's different about the other buildings, compared with yours.

I don't mean to knock this stuff, because these buildings and the castles are looking really good. :D It's just this one element that's off.

The follow edit was:
levels filter: input levels: 0, 1.12, 234
Hue/Saturation filter: Hue shifted by -7
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helper-shot6.png
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Kenpachi
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Re: Terrain: Sandcastles

Post by Kenpachi »

I was looking at the picture, and something didn't seem right about it.

Why do the houses/villages cast nice long shadows, but the tall towers only have short shadows?
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em3
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Re: Terrain: Sandcastles

Post by em3 »

Kenpachi wrote:Why do the houses/villages cast nice long shadows, but the tall towers only have short shadows?
I think this is actually pretty standard in wesnoth terrain.
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AI
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Re: Terrain: Sandcastles

Post by AI »

Jetrel wrote::augh: You keep giving the desert buildings this bizarre green cast, which doesn't make any sense if they're made from the same rock as the sand around them.
Earlier in the thread: (page 15,16)
doofus-01 wrote:
Blarumyrran wrote:In general I've noticed your yellow looks way too green, is your monitor weirdly calibrated or something?
What can I say? I'm colour-blind, red and green are basically the same thing. In this particular case, I used the colour-picker on the sand tile. If the colours are really off, I wonder if it would work to just post gray-scale that could be recoloured? That might not work with something this small though.
There's also the south-east facing roof tiles that are red instead of blue.
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doofus-01
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Re: Terrain: Sandcastles

Post by doofus-01 »

Thanks. Here are the images recoloured with the filter settings Jetrel stated, and outlines removed from villages:
sand-shot8.png
villages.tgz
(30.26 KiB) Downloaded 250 times
sand-castle.tgz
(258.57 KiB) Downloaded 253 times
If the colour still isn't right,
someone else can run filters on this image, and cut it up with the script I posted on the previous page:
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Sangel
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Re: Terrain: Sandcastles

Post by Sangel »

You know, after Jetrel's edits, the colour is beginning to grow on me. I'm still not sure about the abbreviated towers on concave facings, but the style is great and the overall quality very high. This is going to make for a great addition to Wesnoth!
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Mirion147
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Re: Terrain: Sandcastles

Post by Mirion147 »

What if you gave the towers that are just flat at the top the same top as the other keep towers except without the dome on the top? Like, just spokes (I forgot the real term for them right now.)

Just a suggestion. These are awesome btw.
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ancestral
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Re: Terrain: Sandcastles

Post by ancestral »

Why are the parapets a different color? Why is there one that is a purple color whereas the rest are gray?
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King_Elendil
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Re: Terrain: Sandcastles

Post by King_Elendil »

I had an idea, so I did a quick photoshop-job, and this was my result:
Castle-concave.png
Castle-concave.png (9.2 KiB) Viewed 4122 times
Not to bad, IMHO. Does anyone like it? :hmm:
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Issyl
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Re: Terrain: Sandcastles

Post by Issyl »

The idea is that people should be able to differentiate from the keep towers and the normal castle towers. Using the one you made just now would go against that; it would be difficult to determine from a passing glance.

It is a decent cut and paste though.
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someone
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Re: Terrain: Sandcastles

Post by someone »

I think it'd be nice to see it in use before a verdict is made.
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Jetrel
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Re: Terrain: Sandcastles

Post by Jetrel »

I think this is ready to commit, besides that one slightly-purple-tinged roof section, which can either get fixed by the committer or get fixed after the commit.

These villages should replace our current desert*.png ones, IMO, otherwise the two will look disjoint in style (it wouldn't be an issue, except that these depict literally almost the exact same type of architecture, which makes the style different much more blatant).

If I commit, I'll have to chat with someone more knowledgeable about terrain WML - it's the one area I don't know.
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:augh: Ah, crap. :cry: That's a real shame. I'm sorry to hear that, sorry I was harsh on you like that.
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Boucman
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Re: Terrain: Sandcastles

Post by Boucman »

Jetrel wrote: If I commit, I'll have to chat with someone more knowledgeable about terrain WML - it's the one area I don't know.
that would be me...


Edit: I commited the villages, i'll commit the castle as soon as the faulty roof is fixed (I wouldn't be able to do it myself to save my life...)


@doofus-01 : did I miss something that needs comitting in your thread ? with 1.8 and my lag I probably did miss stuff...

same thing if there are things that needs an art-director ack... it might be time to refresh memories
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Neoskel
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Re: Terrain: Sandcastles

Post by Neoskel »

Crap, i missed one.

Rectified.
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castle-concave-tl.png
castle-concave-tl.png (4.84 KiB) Viewed 3944 times
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