mesilliac's terrain graphics thread

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mesilliac
Developer
Posts: 81
Joined: November 18th, 2005, 8:09 am
Location: New Zealand

An essay on terrain perspective, part 2

Post by mesilliac »

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.
wesometric cube #2
wesometric cube #2
geomertry4.png (13.82 KiB) Viewed 4040 times
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:
wesometric cube
wesometric cube
geomertry3.png (7.71 KiB) Viewed 4043 times
mesilliac
Developer
Posts: 81
Joined: November 18th, 2005, 8:09 am
Location: New Zealand

Re: mesilliac's terrain graphics thread

Post by mesilliac »

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.
basic single hex (e.g. grass) - 72 x 72
basic single hex (e.g. grass) - 72 x 72
template_hex.png (699 Bytes) Viewed 4028 times
standard multi-hex (e.g. forest) - 180 x 216
standard multi-hex (e.g. forest) - 180 x 216
template_multihex.png (3.3 KiB) Viewed 3716 times
corner rotation 1 (e.g. castle) - 126 x 144
corner rotation 1 (e.g. castle) - 126 x 144
template_corner1.png (1.97 KiB) Viewed 4023 times
corner rotation 2 (e.g. castle) - 126 x 180
corner rotation 2 (e.g. castle) - 126 x 180
template_corner2.png (2.38 KiB) Viewed 4010 times
I did say "slightly"...
mog
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Joined: March 16th, 2006, 2:07 pm
Location: Germany
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Re: mesilliac's terrain graphics thread

Post by mog »

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!
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