broken fences terrain

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tekelili
Posts: 1039
Joined: August 19th, 2009, 9:28 pm

broken fences terrain

Post by tekelili »

To allow decorative destruction of fence embellishment in my add on, I have created a new terrain. It is a modification from default fence wich have also transition with a custom ruined fence. It is very basic stuff, both art and code, but I thought somelse could find it usefull. Note that ruined image can be changed for an empty one to just allow more "freedom" when using fence in map decoration.
fence-b.png

Code: Select all

#define WCT_RUINABLE_FENCE FENCE RUINED IMAGESTEM
    [terrain_graphics]
        map="
,  .
2,   2
,  1
2,   2
,  ."
        [tile]
            pos=1
            type={FENCE}
            no_flag=fence
            set_flag=fence,fence-[ne,se,sw,nw]
        [/tile]

        [tile]
            pos=2
            type={FENCE},{RUINED}
        [/tile]

        [image]
            name={IMAGESTEM}-ne-se-sw-nw.png
            layer=-80
            base=90,144
            center=90,144
        [/image]
    [/terrain_graphics]

    [terrain_graphics]
        map="
,  .
2,   2
,  1
.,   2
,  ."
        [tile]
            pos=1
            type={FENCE}
            no_flag=fence
            set_flag=fence,fence-[ne,se,nw]
        [/tile]

        [tile]
            pos=2
            type={FENCE},{RUINED}
        [/tile]

        [image]
            name={IMAGESTEM}-ne-se-nw.png
            layer=-80
            base=90,144
            center=90,144
        [/image]
    [/terrain_graphics]

    [terrain_graphics]
        map="
,  .
2,   .
,  1
2,   2
,  ."
        [tile]
            pos=1
            type={FENCE}
            no_flag=fence
            set_flag=fence,fence-[se,sw,nw]
        [/tile]

        [tile]
            pos=2
            type={FENCE},{RUINED}
        [/tile]

        [image]
            name={IMAGESTEM}-se-sw-nw.png
            layer=-80
            base=90,144
            center=90,144
        [/image]
    [/terrain_graphics]

    [terrain_graphics]
        map="
,  .
.,   2
,  1
2,   2
,  ."
        [tile]
            pos=1
            type={FENCE}
            no_flag=fence
            set_flag=fence,fence-[ne,se,sw]
        [/tile]

        [tile]
            pos=2
            type={FENCE},{RUINED}
        [/tile]

        [image]
            name={IMAGESTEM}-ne-se-sw.png
            layer=-80
            base=90,144
            center=90,144
        [/image]
    [/terrain_graphics]

    [terrain_graphics]
        map="
,  .
2,   2
,  1
2,   .
,  ."
        [tile]
            pos=1
            type={FENCE}
            no_flag=fence
            set_flag=fence,fence-[ne,sw,nw]
        [/tile]

        [tile]
            pos=2
            type={FENCE},{RUINED}
        [/tile]

        [image]
            name={IMAGESTEM}-ne-sw-nw.png
            layer=-80
            base=90,144
            center=90,144
        [/image]
    [/terrain_graphics]

    [terrain_graphics]
        map="
,  .
.,   2
,  1
.,   2
,  ."
        [tile]
            pos=1
            type={FENCE}
            no_flag=fence
            set_flag=fence,fence-[ne,se]
        [/tile]

        [tile]
            pos=2
            type={FENCE},{RUINED}
        [/tile]

        [image]
            name={IMAGESTEM}-ne-se.png
            layer=-80
            base=90,144
            center=90,144
        [/image]
    [/terrain_graphics]

    [terrain_graphics]
        map="
,  .
2,   .
,  1
2,   .
,  ."
        [tile]
            pos=1
            type={FENCE}
            no_flag=fence
            set_flag=fence,fence-[sw,nw]
        [/tile]

        [tile]
            pos=2
            type={FENCE},{RUINED}
        [/tile]

        [image]
            name={IMAGESTEM}-sw-nw.png
            layer=-80
            base=90,144
            center=90,144
        [/image]
    [/terrain_graphics]

    [terrain_graphics]
        map="
,  .
.,   .
,  1
2,   2
,  ."
        [tile]
            pos=1
            type={FENCE}
            no_flag=fence
            set_flag=fence,fence-[se,sw]
        [/tile]

        [tile]
            pos=2
            type={FENCE},{RUINED}
        [/tile]

        [image]
            name={IMAGESTEM}-se-sw.png
            layer=-80
            base=90,144
            center=90,144
        [/image]
    [/terrain_graphics]

    [terrain_graphics]
        map="
,  .
2,   2
,  1
.,   .
,  ."
        [tile]
            pos=1
            type={FENCE}
            no_flag=fence
            set_flag=fence,fence-[ne,nw]
        [/tile]

        [tile]
            pos=2
            type={FENCE},{RUINED}
        [/tile]

        [image]
            name={IMAGESTEM}-ne-nw.png
            layer=-80
            base=90,144
            center=90,144
        [/image]
    [/terrain_graphics]

    [terrain_graphics]
        map="
,  *
*,   2
,  1
*,   *
,  *"
        [tile]
            pos=1
            type={FENCE}
            no_flag=fence
            set_flag=fence,fence-@R4
        [/tile]

        [tile]
            pos=2
            type={FENCE},{RUINED}
            has_flag=fence-@R4
        [/tile]

        rotations=n,ne,se,s,sw,nw

        [image]
            # wmlscope: start ignoring
            name={IMAGESTEM}-@R1-@R4-@V.png
            # wmlscope: stop ignoring
            variations="01;02"
            layer=-80
            base=90,144
            center=90,144
        [/image]
    [/terrain_graphics]

    [terrain_graphics]
        map="
,  *
*,   2
,  1
*,   *
,  *"
        [tile]
            pos=1
            type={FENCE}
            no_flag=fence
            set_flag=fence,fence-@R4
        [/tile]

        [tile]
            pos=2
            type={FENCE},{RUINED}
        [/tile]

        rotations=n,ne,se,s,sw,nw

        [image]
            # wmlscope: start ignoring
            name={IMAGESTEM}-@R1-@R4-@V.png
            # wmlscope: stop ignoring
            variations="01;02"
            layer=-80
            base=90,144
            center=90,144
        [/image]
    [/terrain_graphics]

    [terrain_graphics]
        map="
,  *
2,   2
,  1
2,   2
,  *"
        [tile]
            pos=1
            type={FENCE}
            no_flag=fence
            set_flag=fence,fence-[ne,se,sw,nw]
        [/tile]

        [tile]
            pos=2
            type=!,{FENCE},{RUINED}
        [/tile]

        [image]
            name={IMAGESTEM}-ne-se-sw-nw.png
            layer=-80
            base=90,144
            center=90,144
        [/image]
    [/terrain_graphics]

    [terrain_graphics]
        map="
,  *
*,   2
,  1
*,   *
,  *"
        [tile]
            pos=1
            type=!,{FENCE},{RUINED}
        [/tile]

        [tile]
            pos=2
            type={FENCE}
            has_flag=fence-@R4
        [/tile]

        rotations=n,ne,se,s,sw,nw

        [image]
            # wmlscope: start ignoring
            name={IMAGESTEM}-@R1.png
            # wmlscope: stop ignoring
            layer=-80
            base=90,144
            center=90,144
        [/image]
    [/terrain_graphics]
#enddef

[editor_group]
    id=World Conquest II
    name= _ "World Conquest II"
    icon="group_custom2"
[/editor_group]

[terrain_type]
    symbol_image=embellishments/fence-se-nw-01
    id=wct_fence
    editor_name= _ "Fence"
    string=^Effy
    aliasof=_bas
    editor_group=World Conquest II
[/terrain_type]

{WCT_RUINABLE_FENCE *^Effy *^Effz embellishments/fence}

[terrain_type]
    symbol_image=../terrain/ruined-fence
    id=wct_fence_ruined
    editor_name= _ "Fence" + " ruined"
    string=^Effz
    aliasof=_bas
    editor_group=World Conquest II
[/terrain_type]

{OVERLAY *^Effz (../terrain/ruined-fence)}
Edit: Just to make clear possible use to scenario creators, with these terrains you can build 2 different structures with 3 fences in same spots, while mainline fence can only build the first one
fences.png
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
World Conquest II
User avatar
Midnight_Carnival
Posts: 836
Joined: September 6th, 2008, 11:08 am
Location: On the beach at sunset, gathering coral

Re: broken fences terrain

Post by Midnight_Carnival »

Well and good, but to me it looks a little like an unfinished fence. I mean it's basically vanilla fence with some poles on the ground in a gap.
Suggestions:
-fence posts at an angle
-horizontal pieces of the fence non-parallell
-poles on the ground broken like matchsticks
-horizontal pieces broken in the middle and sagging.

Then it will look like a properly broken fence. ;)
...apparenly we can't go with it or something.
User avatar
tekelili
Posts: 1039
Joined: August 19th, 2009, 9:28 pm

Re: broken fences terrain

Post by tekelili »

Midnight_Carnival wrote:Well and good, but to me it looks a little like an unfinished fence. I mean it's basically vanilla fence with some poles on the ground in a gap.
Suggestions:
-fence posts at an angle
-horizontal pieces of the fence non-parallell
-poles on the ground broken like matchsticks
-horizontal pieces broken in the middle and sagging.

Then it will look like a properly broken fence. ;)
My image of ruined fence is just an edited png from terrain/misc/detritus, I have no skill to create sprites :( . I was aware it doesnt look well and I didnt supply image, only reason why it barely works in my add on is because fence is destroyed "live" when a unit die on that hex, so players have easy understand it as destroyed fence. I think what can have some value is the code, as someone else with skill can create his own ruined fence image, or at least take it as tutorial for a quick mainlain terrain edition.
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
World Conquest II
User avatar
Midnight_Carnival
Posts: 836
Joined: September 6th, 2008, 11:08 am
Location: On the beach at sunset, gathering coral

Re: broken fences terrain

Post by Midnight_Carnival »

Well I can't code to save my life!

Your image looks fine and I think taht whatever you've done in your coding (if I understand it correctly) sounds quite clever. You won't get better at drawing images by complaining about it, come on, fences are simple to draw, give it a shot!

(I suppose that means that I have to also learn to code again :augh: [quits job to re-learn WML :lol: ])
...apparenly we can't go with it or something.
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