My Terrain (Mine!)

Contribute art for mainline Wesnoth.

Moderator: Forum Moderators

Forum rules
Before posting critique in this forum, you must read the following thread:
Post Reply
Boucman
Inactive Developer
Posts: 2119
Joined: March 31st, 2004, 1:04 pm

Re: Terrain: Sandcastles

Post by Boucman »

aaand the castle is in...

again, if I missed any commit throughout the thread, please point them to me
Fight key loggers: write some perl using vim
User avatar
doofus-01
Art Director
Posts: 4180
Joined: January 6th, 2008, 9:27 pm
Location: USA

Re: Terrain: Sandcastles

Post by doofus-01 »

Thanks, Neoskel.

Boucman - I think that's it for now. The underground/evil stuff has a long way to go before it's ready.
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
User avatar
doofus-01
Art Director
Posts: 4180
Joined: January 6th, 2008, 9:27 pm
Location: USA

Re: Terrain: Sandcastles

Post by doofus-01 »

I should stop cluttering the restricted terrain thread, so I'm posting here. The snowy encampment was on the to do list, so here it is. Or at least maybe a place-holder that could work for the first 1.9 release. The tent is in the same folder as the camp, though it needs to go into villages to be useful. I didn't touch the dirt. I included the .xcfs.
Attachments
winter-camp-shot.png
winter-camp-shot.png (415.9 KiB) Viewed 4189 times
encampment.tgz
(89.54 KiB) Downloaded 227 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
User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: Terrain: Sandcastles

Post by thespaceinvader »

It looks really odd for it to have no snow on the floor at all...
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
User avatar
doofus-01
Art Director
Posts: 4180
Joined: January 6th, 2008, 9:27 pm
Location: USA

Re: Terrain: Sandcastles

Post by doofus-01 »

That can be an embellishment, or something. We don't use different floors for winter variants anymore, it seems, so like I said, I didn't touch the dirt.
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
User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: Terrain: Sandcastles

Post by thespaceinvader »

Ah, no worries.

I wonder whether a bit more could be added to the base of the walls, in that case.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
User avatar
Eleazar
Retired Terrain Art Director
Posts: 2481
Joined: July 16th, 2004, 1:47 am
Location: US Midwest
Contact:

Re: Terrain: Sandcastles

Post by Eleazar »

Cool, i'll try to get this and your snowy chasm committed today.
doofus-01 wrote:That can be an embellishment, or something. We don't use different floors for winter variants anymore, it seems, so like I said, I didn't touch the dirt.
That's not my intent.
I got rid of a lot of custom castle floors because they didn't harmonize with the new colors, (orc castles) or because they were low quality (human castles). Most had no variants.

An embellishment still might be the best way to go here, but i'm not against a custom castle winter base tile in principle.
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
User avatar
Eleazar
Retired Terrain Art Director
Posts: 2481
Joined: July 16th, 2004, 1:47 am
Location: US Midwest
Contact:

Re: Terrain: Sandcastles

Post by Eleazar »

OK, i committed both.

The WML was much easier than i feared. They look good except for...

You used out-of-date chasm transitions as a base.

Looking at these i realized them could benefit from the recutting i had planned for the chasm. So i started on converting the chasm so it blends from side to side seamlessly with chasm walls of a different color. I'm 2/3rds of the way through -- just drop the attached in the proper folder, and use them for a base.

It will also allow you to put as much snow on the lip of the chasm as you want.
Attachments
Screen shot 2010-08-04 at 6.04.57 PM.jpg
Screen shot 2010-08-04 at 6.04.57 PM.jpg (143.59 KiB) Viewed 4036 times
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
User avatar
doofus-01
Art Director
Posts: 4180
Joined: January 6th, 2008, 9:27 pm
Location: USA

Re: Terrain: Sandcastles

Post by doofus-01 »

Eleazar wrote:just drop the attached in the proper folder, and use them for a base.
Was there supposed to be another attachment?

I guess I'll use the chasm images from today's or tomorrow's snapshot, those should be up-to-date.
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
User avatar
Eleazar
Retired Terrain Art Director
Posts: 2481
Joined: July 16th, 2004, 1:47 am
Location: US Midwest
Contact:

Re: Terrain: Sandcastles

Post by Eleazar »

doofus-01 wrote:
Eleazar wrote:just drop the attached in the proper folder, and use them for a base.
Was there supposed to be another attachment?

I guess I'll use the chasm images from today's or tomorrow's snapshot, those should be up-to-date.
Sorry. It's attached to this post.

This is not the complete set. Images not includes will be revised soon.
Attachments
Chasm.zip
(156.37 KiB) Downloaded 297 times
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
User avatar
doofus-01
Art Director
Posts: 4180
Joined: January 6th, 2008, 9:27 pm
Location: USA

Re: Terrain: Sandcastles

Post by doofus-01 »

I only have a trunk snapshot from a while back, so I didn't get to test the snow/regular transitions, but I think the fuzzy edges were supposed to take care of that anyways. Hopefully these work. The rim snow didn't look so flat and grey on my home computer... Well, I can't change it now.
Attachments
chasms.tgz
(538.52 KiB) Downloaded 228 times
snow-chasms-shot1.png
snow-chasms-shot1.png (263.85 KiB) Viewed 3664 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
User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: Terrain: Sandcastles

Post by thespaceinvader »

Better. But the absence of the blue texturing seems to stick out to me a little. Nothing too terrible however.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
User avatar
Eleazar
Retired Terrain Art Director
Posts: 2481
Joined: July 16th, 2004, 1:47 am
Location: US Midwest
Contact:

Re: Terrain: Sandcastles

Post by Eleazar »

doofus-01 wrote:I only have a trunk snapshot from a while back, so I didn't get to test the snow/regular transitions, but I think the fuzzy edges were supposed to take care of that anyways.
Fuzzy edges only work when you keep them-- most of these pieces don't feature the fuzzy edges that the regular chasm has.

Still it's works much better-- thanks. Committed.
thespaceinvader wrote:Better. But the absence of the blue texturing seems to stick out to me a little.
Yeah. Ideally the snow on the top should match the regular snow tile.
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
User avatar
doofus-01
Art Director
Posts: 4180
Joined: January 6th, 2008, 9:27 pm
Location: USA

Re: Terrain: Sandcastles

Post by doofus-01 »

Eleazar wrote:Fuzzy edges only work when you keep them-- most of these pieces don't feature the fuzzy edges that the regular chasm has.
Well, I used the base image as a mask for the snow. Maybe the opacity got doubled when the base and snow layers were merged during export. I might be able work on this later, but I think anyone can fix it by merging the snow and chasm layers in the XCFs while preserving the mask, then exporting to PNG.

If that's not it, they must be the wrong images again.
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
User avatar
doofus-01
Art Director
Posts: 4180
Joined: January 6th, 2008, 9:27 pm
Location: USA

Re: Terrain: Sandcastles

Post by doofus-01 »

I got distracted by the sandcastles instead, these are a trimmed-back version. The images are in the "castles" folder of the attached .tgz. The .tgz is basically the "source code".
Attachments
cutter2.tgz
(893.29 KiB) Downloaded 228 times
sand-chasms-shot1.png
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
Post Reply