water animation

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em3
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Re: water animation

Post by em3 »

I think there is still misunderstanding.

As I understand rhyging5, he plans to create one type of transition for water terrain - the cliff-like ones. This way one type of transition would be used for any terrain type bordering with water. Just like for the chasm terrain. Is that right?

This implies cliff for cave floor, cliff for grass, cliff for snow - all identical.

I'd like to know how this will work for transitions between shallow water and deep water.
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AI
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Re: water animation

Post by AI »

Similar to the current difference between shallow-to-grass and shallow-to-deep.
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rhyging5
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Re: water animation

Post by rhyging5 »

At this point. I think it is necessary to define and differentiate some concepts:

System of transition:
How (and this word is essential to understand it) you use certain images to construct any transition between two different types of terrain. If I am not mistaken, there are two types of systems of transition in the game. The system of flat terrain, which consists on a combination of 24 images in the case of grass-to-water. Or the system of castles, Chasms, walls... (usually anything that has a certain perspective) and consists on a combination of 6 convex images and 6 concave images.

types of transition: the type of images you see in the transition. For instance, if you have a hexagon of grass and another of sand, you need a image like grass-to-sand. In the case of water, we can draw reefs, beaches, many types as you want. But this is independent about the system of transition.
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em3
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Re: water animation

Post by em3 »

I'm just asking if using the "castle/chasm" transition system (the "how") for deep water terrain will not force using the cliff transition also between deep and shallow water.

Now I remembered that lava-chasm transition looks different than chasm-anything else.

So, yeah, I probably was just making a fuss over nothing.
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rhyging5
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Re: water animation

Post by rhyging5 »

Nooo. I think i'ts interesting your dude. But, what's happening is that we are still deciding things with more priority of order than a transition between shallow water and deep water.
Boucman
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Re: water animation

Post by Boucman »

ok, the "How" of your explanation is close enough that explaining it more would add to confusion.

so i'm fine with your definition

the problem with using the chasm type for water is that it's only meant to be used with a single "type of transition" wixing different kinds of transition would be a mess (i.e all castles are surounded by castle wall, but a water tile that is next to sand and grass would use parts of the water-to-sand "bricks" and parts of the water-to-grass "bricks" and would also need som grass-brick to sand-brick transition) The number of transitions would explode and that wouldn't really be doable

that's why i recommend using the existing system with water-to-grass type transitions.

As for what type of transition to start with, I would recommand the water-to-grass, water-to-sand as a start since they are the easiest and can be easily cloned from one another...

I would highly recommand keeping castle-to-water last since these are probably the most complicated transitions.

appart from that, I have no serious preference for the order...

you could start with single sided transitions (used when a hex has only one side next to water) and once these are done I could integrate and test

whatever you think is best...
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rhyging5
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Re: water animation

Post by rhyging5 »

yeaahhh, you're right.......I like so much the chasm system transition but it have a problem: the transitions between transitions. We would have the same problem if we try to construct a castle of two types (i.e. we woud need a transition betwen elf castle and human castle).......Now I see!
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em3
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Re: water animation

Post by em3 »

Boucman wrote:the problem with using the chasm type for water is that it's only meant to be used with a single "type of transition" wixing different kinds of transition would be a mess
That's what I was talking about earlier, actually. I wasn't clear, sorry. :?
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Kenpachi
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Re: water animation

Post by Kenpachi »

This thread has serious amounts of win.... :shock:
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rhyging5
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Re: water animation

Post by rhyging5 »

finally, I agree with boucman how to continue working, so I have done 3 transitions.

-grass to water nw n
-grass to water ne n
-grass to water n

all them with 11 frames. But the first frame must be repeated for 5 frames (the time without the waves). The velocity shoud be like 7 f/s.

I will keep on working....
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Boucman
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Re: water animation

Post by Boucman »

this is mighty cool, i'll integrate in my local copy ASAP...

I also have to find a way to share with you so you can see how it actually looks in game...


eventually, we'll have to talk about recoloring to be able to handle all types of water, but there is no emergency on that side
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Kenpachi
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Re: water animation

Post by Kenpachi »

This just says "quality & polish" to me. Keep up the good work :D
Boucman
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Re: water animation

Post by Boucman »

Ok, I got the beaches working....


rhyging5: what OS are you using ?
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Yoyobuae
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Re: water animation

Post by Yoyobuae »

Can you do me a favor and post the config files (ie. terrain-graphics.cfg)? I'd like them for putting it on my own Wesnoth, and learning purposes.
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Huston
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Re: water animation

Post by Huston »

Boucman, he said a few pages back that he is using mac. oh and these graphics look great rhyging5
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