Castle Tutorial? | Water-Chasm Transitions
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- Kestenvarn
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Castle Tutorial? | Water-Chasm Transitions
I wanted to try my hand out with something simple but useful before moving on to more ambitious things, so decided to attempt a fix on the water - chasm transition. Currently water just sort of sits there on the edge of a cliff, and it would look better to flow over the side similar to the lava ones.
The Castle Tutorial seems to be missing information on exactly how to work with the templates, though. It mentions an exploder tool, but gives no indication of where to pick up such a thing:
The Castle Tutorial seems to be missing information on exactly how to work with the templates, though. It mentions an exploder tool, but gives no indication of where to pick up such a thing:
Where can I find this? The tutorial is pretty confusing on its own, but this only adds to the difficulty.That is why a helper tool was developed, to help in the process. The helper tool we are talking about is called the Castle Exploder. We will describe how to used it to build a complete castle.
Last edited by Kestenvarn on October 3rd, 2007, 3:18 pm, edited 1 time in total.
In my build from the svn repositories, an exploder tool was compiled without me doing anything special during the configure process.
If you don't find it on a prepackaged Windows or Mac OS version you probably need to contact your packager.
If you don't find it on a prepackaged Windows or Mac OS version you probably need to contact your packager.
Try some Multiplayer Scenarios / Campaigns
- Kestenvarn
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how mine for fish??
There's a folder named exploder and castle-cutter underneath data\tools\, but I'm not seeing any sort of program in there that would split the graphics. Looks just like data files.
Re: how mine for fish??
There are some .sh scripts in castle-cutter/, but unless you're on a *nix I guess you'll probably want to forget about trying to use them.Kestenvarn wrote:There's a folder named exploder and castle-cutter underneath data\tools\, but I'm not seeing any sort of program in there that would split the graphics. Looks just like data files.
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After thinking about it for a while, probably the easiest and best way to go about it would be to give you a good image to draw-over. Ironically, this probably isn't anything you couldn't do yourself, with the map editor.Jetryl wrote:I can probably run them for you, or give you images suitable for being drawn-over.Kestenvarn wrote:Ah, that's too bad.
Gimme some 10 hours and I'll upload some transition images you can edit (hopefully).
Take the following image, and draw over it till it looks right. This will provide us with many of the needed transitions.
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- water-chasm.png (100.81 KiB) Viewed 9067 times
- irrevenant
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Presumably that's most useful if it's done on a separate layer, yes?
[EDIT] Probably stating the obvious; I just want to make sure everyone's on the same page.
[EDIT2] Cool, thanks. Live and learn...
[EDIT] Probably stating the obvious; I just want to make sure everyone's on the same page.
[EDIT2] Cool, thanks. Live and learn...
Last edited by irrevenant on September 30th, 2007, 9:42 pm, edited 1 time in total.
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Actually, no, most of what makes up the visual appearance of the chasms is their transitions, and these images would replace those transitions entirely, rather then being overlaid on them. So really, I'd just be grabbing sections of the final, flattened image of this, and just clipping them out.irrevenant wrote:Presumably that's most useful if it's done on a separate layer, yes?
[EDIT] Probably stating the obvious; I just want to make sure everyone's on the same page.
Once Kestenvarn gets finished with this, either I or "some other terrain developer" will figure out which additional transitions need to be made.
My heart stopped for a second. I thought it was the start of a new chasm terrain, like the lava chasm, but with water, as an underground river or something.Jetryl wrote:<attached water-chasm.png>
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The colour of the trailing bits should be lighter, i think. Maybe a bit transparent, too, to show the rock beneath. Water gets less blue and more see-through the thinner/shallower it is, and those are barely thick at all.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
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