Lava adjacent tiles...

Contribute art for mainline Wesnoth.

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hunz
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Post by hunz »

Yeah yobbo, I was thinking on it.
I got some free time now and I'll redo it.
Thanks for the help and comments.

God bless.
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Post by hunz »

And here goes an update. Hope you like it! ;)
I only remade the 2transitions tiles, the 3transitions are the same :roll:

2 screens...
Image
Image

God bless...
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terrain-up.tar.gz
Lava transition tiles - update 1.
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Woodwizzle
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Post by Woodwizzle »

It'd be cool if there was some sorta animated steam where the lava hits the water! otherwise these are pretty badass. :)
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freim
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Post by freim »

I'll add these with some minor tweaks to SVN trunk.
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Post by hunz »

And what SVN means? :oops:

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Disto
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Post by Disto »

I think it's the repisotory we're using.
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hunz
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Post by hunz »

Disto wrote:I think it's the repisotory we're using.
Um, thanks. :)
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Jetrel
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Post by Jetrel »

hunz wrote:
Disto wrote:I think it's the repisotory we're using.
Um, thanks. :)
It's basically a fancy thing that lets lots of people work on the same software project without screwing each others' work up ... much. We recently switched from CVS to the more advanced SVN.

http://en.wikipedia.org/wiki/Version_control_system
http://en.wikipedia.org/wiki/Concurrent_Versions_System
http://en.wikipedia.org/wiki/Subversion_%28software%29
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Eleazar
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Post by Eleazar »

yobbo wrote:Looks good. I would say go further with making the edges in the 2 sided transitions closer to a straight line, to remove some of the waviness when you have a line of lava hexes as in your screenshot.

Err, I'll post a savannah transition to demonstrate what I'm talking about :).
In my opinion it's not neccesarily desirable to "remove the waviness" (with the exception of man-made stuff the road tiles) A straight line can be even more artificial than the wavy line. And after all, this is a hex-based game. While trying to make the transitions look more natural i don't think we should go so far that we try to hide the hex-based nature of the map.

This is more a general statement of my terrain philosophy rather than an attack on these specific tiles.
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.
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Attempting Lucidity
freim
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Post by freim »

I did some minor mods and commited these.
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Eleazar
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Post by Eleazar »

Here's an obvious idea:
The lava transitions should be rather similar to the chasm.

Not only does it look cooler, but it resolves wierd situations where a forest is nearly growing in lava. It shouldn't take very long to do.
There are some unresolved glitches with the cave wall and chasm, which would also effect this type of new lava, but consider this incentive for a WML-guru to fix it.
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Lava-pit.png
Lava-pit.png (29.81 KiB) Viewed 5271 times
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
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turin
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Post by turin »

I like this idea.

Of course, we would probably need to keep the old transitions for the lava<->chasm borders...
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Oreb
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Post by Oreb »

Comparing this recent shot, to those in this thread, it shows how well wesnoth has come. :shock:

Its gone from cartoony, to realistic. And yes, this lava chasm looks great, with the new system being implemented, that means there could be countless types of chasms.
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Eleazar
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Post by Eleazar »

I did all the pieces.
There is some wierd interaction between the chasm and the lava, obviously there needs to be a special transition. I'm too tired to think about that tonight. And both of these need random alternate pieces.
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lava.jpg
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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
Stilgar
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Post by Stilgar »

Awesome. What sort of transition will go between lava and chasm? A lava-fall?
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