mesilliac's terrain graphics thread
Moderator: Forum Moderators
Forum rules
Before posting critique in this forum, you must read the following thread:
Before posting critique in this forum, you must read the following thread:
An essay on terrain perspective, part 2
For a consistent vertical scale in this perspective, assume that it is a true 3D view. We are looking down at some angle from an infinite distance away. Unless you have a 3D modelling program handy playing around won't give you this one and you have to do some trig. To sum it up:
our viewing angle = arcsin(2/3) == 41.81°
This means that the vertical scale should be foreshortened to a factor of cos(41.81°) == 0.745355... ≈ 75%
It's basically a convenient coincidence that his is so close to 3/4.
To demonstrate, here's a randomly-aligned cube, drawn in wesnoth's inherent perspective. Any object can be drawn in this way, which is first to draw it top down, then to compress it vertically to 66.67%, then to extrude it upwards by 3/4 of the "real" height.
And here's a nicely aligned cube, drawn in the same perspective. The height should technically be 3.16 units or so, but 3 is close enough to be used for this well-aligned rotation:
our viewing angle = arcsin(2/3) == 41.81°
This means that the vertical scale should be foreshortened to a factor of cos(41.81°) == 0.745355... ≈ 75%
It's basically a convenient coincidence that his is so close to 3/4.
To demonstrate, here's a randomly-aligned cube, drawn in wesnoth's inherent perspective. Any object can be drawn in this way, which is first to draw it top down, then to compress it vertically to 66.67%, then to extrude it upwards by 3/4 of the "real" height.
And here's a nicely aligned cube, drawn in the same perspective. The height should technically be 3.16 units or so, but 3 is close enough to be used for this well-aligned rotation:
Re: mesilliac's terrain graphics thread
Sorry, no new updates here. I'm quite busy with other stuff at the moment.
These images are the basic sizes for wesnoth terrain.
The white part signifies the tiles referenced by the terrain_graphics "map". Grey is filler - mainly to make sure that there is always a full tile in the top-left.
If you don't know what I'm on about... don't worry. Just look at the images and wesnoth terrain will be immediately be slightly more comprehensible .
Please note that these are not actually good template images. They're just useful for visualization.
I did say "slightly"...
These images are the basic sizes for wesnoth terrain.
The white part signifies the tiles referenced by the terrain_graphics "map". Grey is filler - mainly to make sure that there is always a full tile in the top-left.
If you don't know what I'm on about... don't worry. Just look at the images and wesnoth terrain will be immediately be slightly more comprehensible .
Please note that these are not actually good template images. They're just useful for visualization.
I did say "slightly"...
Re: mesilliac's terrain graphics thread
Note: I'll get rid of some of the size restrictions in the future. Especially the standard multi-hex image should just be centered on the center tile, no matter the size.
Aurë entuluva!