Waterfalls
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- Alarantalara
- Art Contributor
- Posts: 789
- Joined: April 23rd, 2010, 8:17 pm
- Location: Canada
Re: Waterfalls
Eleazar,
I noticed the opaque problem as well eventually. Starting with the numbered files, the water above the lip is at 50% transparency. It might still be too dark, but if I go over about 65% it is definitely too light. 50% seems to cover up the cracks enough that they aren't noticeable, which is why I've picked it so far. They seem to work fine with shallow and deep water at the moment. I haven't tried it with any of the other water terrains. Also, beyond the test animation above which I did to see if I could reasonably animate them, I am going to finish all the static images first. I've only got one or two left though, so I think I'll wait to post them until I've finished them — it should only be a few hours.
I noticed the opaque problem as well eventually. Starting with the numbered files, the water above the lip is at 50% transparency. It might still be too dark, but if I go over about 65% it is definitely too light. 50% seems to cover up the cracks enough that they aren't noticeable, which is why I've picked it so far. They seem to work fine with shallow and deep water at the moment. I haven't tried it with any of the other water terrains. Also, beyond the test animation above which I did to see if I could reasonably animate them, I am going to finish all the static images first. I've only got one or two left though, so I think I'll wait to post them until I've finished them — it should only be a few hours.
- Alarantalara
- Art Contributor
- Posts: 789
- Joined: April 23rd, 2010, 8:17 pm
- Location: Canada
Re: Waterfalls
I still have one waterfall left to draw but I thought I'd post this anyway. Attached is all of the waterfall tiles I've done so far in the form of an addon. If you unzip it and copy the resulting Cave_Terrain folder/directory to your addons, you should have all of the waterfall transitions displayed in every map in your copy of the game. If you find anything wrong with any of the falls, please post a comment here.
If you find a place where you think a waterfall should be, please post a small screenshot indicating where you think it should be.
Would anyone be interested in my putting a copy onto the addons server?
EDIT: The missing waterfall is now added and the falls can fall closer to lava chasms now.
This means that I am going to wait for approval of this set of waterfalls (or someone makes a suggestion to improve them) before animating them.
If you find a place where you think a waterfall should be, please post a small screenshot indicating where you think it should be.
Would anyone be interested in my putting a copy onto the addons server?
EDIT: The missing waterfall is now added and the falls can fall closer to lava chasms now.
This means that I am going to wait for approval of this set of waterfalls (or someone makes a suggestion to improve them) before animating them.
- Attachments
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Cave_Terrain.zip
- (65.89 KiB) Downloaded 424 times
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
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Re: Waterfalls
There are tweaks and changes i'd like to suggest, and some ideas i'd like to test- but at the moment my Wesnoth time is going to other things.
Still that's no reason these shouldn't be committed as is, if somebody wants to do that. They are certainly an improvement over what's currently in the game i.e. nothing.
Just make sure to add "Ss" and "Wt" to the list of water terrains that cause waterfalls when adjacent to chasm.
I wouldn't recommend animating these just now
Still that's no reason these shouldn't be committed as is, if somebody wants to do that. They are certainly an improvement over what's currently in the game i.e. nothing.
Just make sure to add "Ss" and "Wt" to the list of water terrains that cause waterfalls when adjacent to chasm.
I wouldn't recommend animating these just now
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: Waterfalls
working on it, but the macros are very far from the standard way of doing things...
some tiles are named -n-ne-se and other use the -ccw suffix
i'll try to understand the "underlying rule" and see if I can use existing macros to get it to work
edit: removed what I said about [image] it was incorrect
some tiles are named -n-ne-se and other use the -ccw suffix
i'll try to understand the "underlying rule" and see if I can use existing macros to get it to work
edit: removed what I said about [image] it was incorrect
Fight key loggers: write some perl using vim
- Alarantalara
- Art Contributor
- Posts: 789
- Joined: April 23rd, 2010, 8:17 pm
- Location: Canada
Re: Waterfalls
It's very unlikely existing macros will work unless there really is a macro out there that looks at 4 different terrain codes for transitions.Boucman wrote:working on it, but the macros are very far from the standard way of doing things...
[image] in [tile] (we tend to use big images out of the [tile] even if it is allowed)
some tiles are named -n-ne-se and other use the -ccw suffix
i'll try to understand the "underlying rule" and see if I can use existing macros to get it to work
As for the naming notation, it's as follows:
ccw or cw is added if there cannot be chasm in that direction around the chasm tile for the waterfall (some don't care so don't have this). After that all of the directions that have water from the chasm tile are listed in clockwise order if the chasm is convex, counterclockwise if concave.
I'm basically trying to convey in a small space the list of tiles that have water, that have chasm, and that have not chasm. To make it worse, falling into lava looks bad, so while some of the chasm tiles can be any kind of chasm, others must not be lava chasm. That part isn't in the file name though.
I don't think I have any [image] tags inside [tile]. At least I can't find one in my copy.
I apologize for the ugliness though. If I was doing this now, I would have done a set that was more consistent in the terrain it was around.
Re: Waterfalls
about the image : that was a bad reading on my side...
about the ugliness, I didn't say it was ugly, and you couldn't have known in what direction I wanted the macros and naming conventions to go... since I hadn't decided that myself when you coded the waterfalls, so there really is no critic in your direction
thak you, though, for explaining your naming convention. I'll try to generalize your job in order to have something less specific to waterfalls if that's possible... i'll see
maybe I'll "force disable" waterfalls on some lava so I won't have trouble with them... not sure yet
about the ugliness, I didn't say it was ugly, and you couldn't have known in what direction I wanted the macros and naming conventions to go... since I hadn't decided that myself when you coded the waterfalls, so there really is no critic in your direction
thak you, though, for explaining your naming convention. I'll try to generalize your job in order to have something less specific to waterfalls if that's possible... i'll see
maybe I'll "force disable" waterfalls on some lava so I won't have trouble with them... not sure yet
Fight key loggers: write some perl using vim