swamp tiles
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Yeah, no kidding. If anyone's interested in doing this, I had pulled together some Gimp plugins to do some of the work. Unfortunately, I don't have time to wade through all the fragments re-alpha-ing them. Original threads:yobbo wrote:I actually had the thought of modifying the transparency on the walls of the swamp ruin (as it doesn't look very sunken as it is), then realised just how many of those little wall fragments there are... eek.
Darth Fool's ruin teaser
(Unanswered) request for help
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I strongly support someone taking on this task. I almost certainly won't get around to it myself, largely because your right, it is huge. I didn't quite know what I was getting myself into when I set out to make the ruins in the first place. Still, it would be a really cool effect if someone is willing to take it on. I can virtually guarantee that it is a contribution that would be included.Quensul wrote:Yeah, no kidding. If anyone's interested in doing this, I had pulled together some Gimp plugins to do some of the work. Unfortunately, I don't have time to wade through all the fragments re-alpha-ing them. Original threads:yobbo wrote:I actually had the thought of modifying the transparency on the walls of the swamp ruin (as it doesn't look very sunken as it is), then realised just how many of those little wall fragments there are... eek.
Darth Fool's ruin teaser
(Unanswered) request for help
"you can already do that with WML"
Fight Creeeping Biggerism!
http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358
I can't promise I'll do anything with them but I'd be curious to take a look at the gimp plugins.Quensul wrote: If anyone's interested in doing this, I had pulled together some Gimp plugins to do some of the work.
How were all the castle wall graphics (the base ones, too) made? I couldn't even really figure out how the game placed the tiles. Why are all the png's different sizes?
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New swamp tiles commited.
There are a small gfx issue with different trans for grass to water and swamp next to each other which are a bit more apparent with these new tiles. However this is not a problem with the new tiles, it's rather a limitation of how transitions are drawn atm. It can be reduced by redoing the grass transition, while we are looking into how to best adress it.
There are a small gfx issue with different trans for grass to water and swamp next to each other which are a bit more apparent with these new tiles. However this is not a problem with the new tiles, it's rather a limitation of how transitions are drawn atm. It can be reduced by redoing the grass transition, while we are looking into how to best adress it.
Swamp tile with reeds
I made a swamp tile with reeds, in case anyone wanted to use it as a variation.
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Rather than yacking about it trying to explain what we mean, here is a demo of what I'm talking about:
I'm going to make a few (4 or so) myself, which are based entirely on the existing forest multihex tiles, including positioning of the plant mass. Freim, I will expect to look-over and possibly tweak the files, as well as doing the honors of adding them into CVS - I don't know the WML to configure these things, nor do I have the time to find out.
Besides, it'll be worth it to have such a massive improvement in terrain quality between releases.
This demo is merely to give an impression of what it will look like on swamp tiles.
I'm going to make a few (4 or so) myself, which are based entirely on the existing forest multihex tiles, including positioning of the plant mass. Freim, I will expect to look-over and possibly tweak the files, as well as doing the honors of adding them into CVS - I don't know the WML to configure these things, nor do I have the time to find out.
Besides, it'll be worth it to have such a massive improvement in terrain quality between releases.
This demo is merely to give an impression of what it will look like on swamp tiles.
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- swampMultiDemo.png (15.86 KiB) Viewed 2537 times