Castle-chasm/lava transitions

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Ranger M
Art Contributor
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Joined: December 8th, 2005, 9:13 pm
Location: England

Post by Ranger M »

The only problem now is the cavewalls, don't get me wrong, they're good, however they have bad transitions in many places between them and lava/chasm, and are different style wise to the new lava, casm and dwarven castle.
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Eleazar
Retired Terrain Art Director
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Post by Eleazar »

mog wrote:[edit2]
I managed to fix almost all glitches by using this method. The WML is ugly as hell, but it works:
Impressive!

I believe we can put all this in 1.2.

For the future the cave wall <-> chasm/lava can be made to merge better.
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
mog
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Post by mog »

I agree that the walls atop the chasm/lava look a bit strange, but that's the best that can be done without custom graphics.

*Committed to trunk*

Please have a look at it. If there are no problems, I'll commit the whole stuff to 1.2.
Aurë entuluva!
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Eleazar
Retired Terrain Art Director
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Joined: July 16th, 2004, 1:47 am
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Post by Eleazar »

mog wrote:Please have a look at it. If there are no problems, I'll commit the whole stuff to 1.2.
I played with it in the editor.
Please go ahead and commit. Stuff works much better than it did in 1.0x

Of course we still have hideousness when a normal castle is next to chasm/lava, but that's nothing new.
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
mog
Inactive Developer
Posts: 190
Joined: March 16th, 2006, 2:07 pm
Location: Germany
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Post by mog »

So it shall be.

*committed*
Aurë entuluva!
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