mesilliac's terrain graphics thread

Contribute art for mainline Wesnoth.

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Blueblaze
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Re: mesilliac's terrain graphics thread

Post by Blueblaze »

mesilliac wrote:In the works: flagstones
Clarification:
Stone walls = done
Flagstones = not done
Mathijs
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Re: mesilliac's terrain graphics thread

Post by Mathijs »

Yeah but add some noise to the tile, because now it looks surreal clean... Some variants with a broken tile or other forms of slight 'decay' would improve realism. But don't make it too invasive
I really like the way this is coming along

greetz;
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Re: mesilliac's terrain graphics thread

Post by mesilliac »

The flagstone graphics are just a sketch. I do still appreciate ideas on how to finish them :).

With terrain graphics art, most of the work is in making it tile, and making sure the transitions fit together seamlessly. The process of doing this often breaks the art, so it's usually better to use the most basic graphics possible until you're sure nothing's going to move. Ever.

Those flagstones are the result of: 1) get the lines right (~1 hour), 2) fill with grey (1 second), 3) dodge one side (10 seconds), 4) burn other side (10 seconds) ;)
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Re: mesilliac's terrain graphics thread

Post by Jetrel »

:annoyed: Yes, the annoying, eternal problem of people not understanding what a "work in progress" means. "Work in progress", especially when used to describe a part of a drawing, means that "hey, I know this part is obviously broken in some way, so please don't point out that it's obviously broken, and try focusing on -other- stuff instead."
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irrevenant
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Re: mesilliac's terrain graphics thread

Post by irrevenant »

The "surreal clean" version might be useful to the Spacenoth people though - it has a high tech feel to me.
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Re: mesilliac's terrain graphics thread

Post by DDR »

Spacenoth is dead. :cry:
They have not released for 1.4, or even 1.3.
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Blueblaze
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Re: mesilliac's terrain graphics thread

Post by Blueblaze »

irrevenant wrote:The "surreal clean" version might be useful to the Spacenoth people though - it has a high tech feel to me.
Try Thunderstone instead.
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Re: mesilliac's terrain graphics thread

Post by mesilliac »

here is a proof of concept.

cliffs!

Yes. These are the chasm graphics with 10 minutes spent erasing chasmey blackness.

In terms of game mechanics, they are also an alias of chasm.
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mesilliac
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Re: mesilliac's terrain graphics thread

Post by mesilliac »

The floor tiles will be easy to modify... I'm going to make a floor tile template when I figure out how to do the transitions sensibly, so modifying them for a new terrain will be as simple as "A) texture a floor tile to look like what you want, B) copy and repeatedly paste it on the template".
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Re: mesilliac's terrain graphics thread

Post by Aethaeryn »

Are you going to keep the original floor tiles as seen in the screenshots? Could be useful for Thunderstone, as Blueblaze mentioned.
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Re: mesilliac's terrain graphics thread

Post by mesilliac »

I think I would die of embarrassment if those floor tiles were actually used for anything :oops:

I promise it will be trivial to make nice metallic spaceship floors out of them :). Maybe I should do that as a tutorial on how to make an iso floor texture for wesnoth, and wikify it.
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Re: mesilliac's terrain graphics thread

Post by Sangel »

mesilliac wrote:here is a proof of concept.

cliffs!

Yes. These are the chasm graphics with 10 minutes spent erasing chasmey blackness.

In terms of game mechanics, they are also an alias of chasm.
I've been considering your proof of concept for cliffs, and I believe some modifications would be necessary to the way Wesnoth handles terrain before they could be properly implemented. The way I see it, there are two possible ways for Wesnoth to handle cliffs:

1) Cliffs "between" two hexes.
Advantage: Can utilise our current transition code.
Disadvantage: Requires map/engine overhaul to allow objects "between" hexes to impact on gameplay.

2) Cliffs "occupying" a hex.
Advantage: No map/engine/gameplay changes needed. Can count as Chasm.
Disadvantage: Transition code may need a substantial reworking to allow cliffs running from one hex to another. Additional transition graphics might be needed for other terrains to transition smoothly to cliff terrain.

That said, the proof of concept does look very good, and cliffs do have the potential to offer expanded graphical goodness.
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Blueblaze
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Re: mesilliac's terrain graphics thread

Post by Blueblaze »

Unless in-between hex walls/chasms be enabled in Wesnoth, then obviously 1. won't cut it. The obvious use would be to make a cliff count as a chasm, which would be easy to do. Transitions would be quite easy as well, since the cliff doesn't really need to transition at all, it just ends by itself. The cliff would have to work like zookeeper's cliffs. Wouldn't work with the above method mes provided.
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Re: mesilliac's terrain graphics thread

Post by Boucman »

between hex would be horribly hard to implement...
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Espreon
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Re: mesilliac's terrain graphics thread

Post by Espreon »

Very interesting..... Those are nice cliffs.
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