swamp tiles

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yobbo
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Post by yobbo »

khamul wrote: When merging bogs with water, can you add little rivulets?
I actually tried this first. I would love to pull it off. But the amount of edge matching that would have to be done would surely drive me insane :?.
Disto
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Post by Disto »

yobbo wrote:
khamul wrote: When merging bogs with water, can you add little rivulets?
I actually tried this first. I would love to pull it off. But the amount of edge matching that would have to be done would surely drive me insane :?.
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freim
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Post by freim »

Disto wrote:
yobbo wrote: I actually tried this first. I would love to pull it off. But the amount of edge matching that would have to be done would surely drive me insane :?.
1 a day for the next week and then your fine...
There can be up to 24 transitions for a given tile. These can again be made different against each of the other tile types. We have even talked about transition to transitions... I should have gone insane a long time ago :)

Lets see.. other terrain that could do with new gfx:
- Paved road: Either brand new or more variants and better/more transitions.
- Canyon has some glitches
- I'm not that happy with my tropical forest, new/more trees would be nice (it also needs to be made multihex, but I can fix that)
- Some kind of new blocking terrain which can be used above ground (like cave walls)
- Snow hills and snow mountains (I'm working on the latter)
- Grassland could use with a touch-up, mostly the transitions
- Some don't like my new ice. I think it looks decent, but if anyone can make them better feel free.
- Dirt could probably be improved further
- More snow variants

Villages:
- Shallow water
- Swamp
- Underground
- Hills
- Snow Hills
- Mountain

These can be multihex meaning they can slightly extend past hex limits.

Jetryl is working on new villages also, not sure what the status is there atm. I also think it would be nice to work on encampment and castle to make it more towards the style of the new villages (human, elf) meaning less black outline and more advanced shading and texturing.

I'm currently working on:
- new mountains
- new hills (kind of stuck on these atm)
- Touching up the desert village

If anyone wants to have a go at hills, I can show how I'm doing the mountains as they need to match somewhat.

Thats probably enough for now :)
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Temuchin Khan
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Post by Temuchin Khan »

frame wrote: - Some kind of new blocking terrain which can be used above ground (like cave walls)
Cliff? It could work like this: movement across the cliff tile is impossible, though someone can stand on the tile. Melee attacks are impossible against someone on the other side of the cliff tile from where the unit entered it, but ranged attacks are possible.

Well, might be too confusing. Hope the idea helps though!
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Jetrel
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Post by Jetrel »

Hmm. Yobbo - I think these tiles are looking good, and like the plants that you've added so far.

However, for the next step, I would go *overboard* on adding new plants. Add *lots* of new plants, overlapping the tile edges.

I think the trick to avoiding all the normal difficulties with that will be to do the plants as a multihex overlay, like freim's current forest. Swamp water would be on the lower layer, the plants would be on the overlay.

But seriously, add boat-loads of plants. These tiles are looking really, really, promising; I think that will be the coup de grace that makes them great.
Jormungandr
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Post by Jormungandr »

These tiles look nice.

But, re: transitions, I like the current dirt->water transitions. They look enough like actual, eroded riverbanks to be much more interesting than just the blending.
yobbo
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Post by yobbo »

Nothing new just yet, just a question.

The little ripples around the bridge tile are bright blue, which looks fine in water, but when it's next to my dark green swamp it looks a bit silly. So I recoloured them dark green for swamp bridges, but then realised bridges are always placed on shallow water tiles, even when surrounded by swamp.

Is there an easy way to change the base tile for a bridge?
Attachments
Blood is Thicker than Water (Under the Burning Suns) - in case anyone is wondering what that strangely coloured elf is doing there
Blood is Thicker than Water (Under the Burning Suns) - in case anyone is wondering what that strangely coloured elf is doing there
bridges.jpg (43.67 KiB) Viewed 4084 times
martenzo
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Post by martenzo »

I think that his is a good swamp tile, but the current one should be capte as a marsh tile.
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freim
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Post by freim »

yobbo wrote: Is there an easy way to change the base tile for a bridge?
This is the overlay bg limitation popping up again. You have to define a spesific background tile for a given overlay. I want to get rid of this limitation, but for that I need Ayins help and he's not around that much these days. I'll try to get in contact with him.

So instead of having to have a swamp bridge, shallow water bridge, deep water bridge etc, one should be able to define a foreground and background tile (overlay and background) independently. This would require a two layer map format though, but I think it's worth it for the flexibility increase.
penguin
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Post by penguin »

I don't know how useful it'll be, but my brother worked on making the current swamp actually seamless tile with itself. Here's a screenshot:
Image

And the tiles are at http://www.happyspork.com/swamp_water.zip (he didn't do the sides yet, but he probably would if it would be useful; or maybe I could - or someone else.)
Woodwizzle
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Post by Woodwizzle »

frame wrote: So instead of having to have a swamp bridge, shallow water bridge, deep water bridge etc, one should be able to define a foreground and background tile (overlay and background) independently. This would require a two layer map format though, but I think it's worth it for the flexibility increase.
I totally agree. That would be awesome. Would make creating overlays much easier too so we'd probably see lots move of them!
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freim
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Post by freim »

I will replace the current swamp with this one. If someone later improve the old swamp it can be reintroduced as a new terrain.

yobbo, have you done any updates or is the latest one you posted here current?
yobbo
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Post by yobbo »

frame wrote:yobbo, have you done any updates or is the latest one you posted here current?
The latest version posted here is current

However I did make a swamp ruin base tile (just made it a bit transparent over a castle tile, similar to the sunken ruin tile) and applied the transitions to it. I'll post them now.

And I don't think I'd included the sunken ruin icon for the map editor either, so here we go :).

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.

That bridge tile thing is still bugging me but I haven't come up with a decent looking workaround yet.

Anyway, here's the swamp ruin base tile.

The modifications to terrain-graphics.cfg, including the swamp ruin tile, went something like:

Code: Select all

+++ terrain-graphics.cfg        2005-10-09 01:12:44.000000000 +1300
@@ -373,8 +376,12 @@
 {TERRAIN_BASE_PROB            i ice5 10}
 {TERRAIN_BASE_PROB            i ice6 10}
 {TERRAIN_BASE                 i ice}
-{TERRAIN_BASE_PROB            w swampwater2         30}
-{TERRAIN_BASE_PROB            w swampwater3         30}
+{TERRAIN_BASE_PROB            w swampwater-flowers1  8}
+{TERRAIN_BASE_PROB            w swampwater-flowers2  8}
+{TERRAIN_BASE_PROB            w swampwater-plant1   10}
+{TERRAIN_BASE_PROB            w swampwater-plant2   10}
+{TERRAIN_BASE_PROB            w swampwater2         33}
+{TERRAIN_BASE_PROB            w swampwater3         50}
 {TERRAIN_BASE                 w swampwater}
 {TERRAIN_BASE_PROB            c\|/ coast3        30}
 {TERRAIN_BASE_PROB            c\|/ coast2        30}
@@ -484,9 +491,9 @@
 #added ruins
 {TERRAIN_BASE N castle}
 {TERRAIN_BASE Q sunken-ruin}
-{TERRAIN_BASE_PROB            q swampwater2         30}
-{TERRAIN_BASE_PROB            q swampwater3         30}
-{TERRAIN_BASE q swampwater}
+{TERRAIN_BASE_PROB            q swampwater-ruin2    33}
+{TERRAIN_BASE_PROB            q swampwater-ruin3    50}
+{TERRAIN_BASE q swampwater-ruin}

 #{TERRAIN_BASE O orccastle}

@@ -740,12 +748,14 @@
 {TERRAIN_ADJACENT          -200        R      !R      road}

 #addedruins
-{TERRAIN_ADJACENT          -201        Ywq     !Ywq     swampwater}
+{TERRAIN_ADJACENT          -201        Yw     !YwqQN  swampwater}
 {TERRAIN_ADJACENT          -202        cZp\|/ !cZp\|/ coast}
 {TERRAIN_ADJACENT          -203        s      !s      ocean}
 {TERRAIN_ADJACENT          -204        k      !k      ford}
-{TERRAIN_ADJACENT          -205        Q      N       sunken-ruin}
-{TERRAIN_ADJACENT          -206        Q      !QN     coast}
-{TERRAIN_ADJACENT          -207        !N     N       grassland}
+{TERRAIN_ADJACENT          -205        Ywq    QN      swampwater-ruin}
+{TERRAIN_ADJACENT          -206        q      !QNq    swampwater}
+{TERRAIN_ADJACENT          -207        Q      N       sunken-ruin}
+{TERRAIN_ADJACENT          -208        Q      !QN     coast}
+{TERRAIN_ADJACENT          -209        !N     N       grassland}

 {TERRAIN_BASE_DEFAULT void}
Attachments
swampruin.jpg
swampruin.jpg (79.98 KiB) Viewed 3770 times
swamp-ruin-base.tar.gz
75% swamp, 25% castle
(46.95 KiB) Downloaded 149 times
castle-swamp-ruin-tile.png
castle-swamp-ruin-tile.png (8.25 KiB) Viewed 3771 times
fmunoz
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Post by fmunoz »

Yeah nice!!!
My girlfriend still [censored] about the awfully looking swamp Wesnoth has. Funny thing, it's still the last terrain done by me in the game.
dtw
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Post by dtw »

can we use overlays to make the swamp bubble? :p and the lava I guess...
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