Eleazar's Terrain Improvements
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- Eleazar
- Retired Terrain Art Director
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Re: Eleazar's Terrain Improvements
Well, i went ahead and implemented a double-sided animation for the water after all.
I also worked out some weird layering issues that have been plaguing the reef and ford for a while -- they now layer properly with other terrains and each other.
Currently there's a hiccup in the animation and i still need to integrate the swamp, but after about 5 hours of work this week, it is close.
I also finally eliminated all known instances of terrains simply not drawing any transitions where transitions are needed. This is especially noticeable when using Void or Off-map.
If i missed one please let me know.
I also worked out some weird layering issues that have been plaguing the reef and ford for a while -- they now layer properly with other terrains and each other.
Currently there's a hiccup in the animation and i still need to integrate the swamp, but after about 5 hours of work this week, it is close.
I also finally eliminated all known instances of terrains simply not drawing any transitions where transitions are needed. This is especially noticeable when using Void or Off-map.
If i missed one please let me know.
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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- Eleazar
- Retired Terrain Art Director
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Re: Eleazar's Terrain Improvements
Now swamp is added to the list of animated terrains-- which is hard to see ATM. But it blends very nicely with other water terrains, which is much of the point.
At some later time perhaps i'll work on the reeds
At some later time perhaps i'll work on the reeds
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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.
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Re: Eleazar's Terrain Improvements
Given the above picture, it might be worth it to have tropical color-variants of ocean and reef. I'll let you figure out how to solve it though.
That water<->swamp transition looks very, very nice, now.
That water<->swamp transition looks very, very nice, now.
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- Eleazar
- Retired Terrain Art Director
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Re: Eleazar's Terrain Improvements
As a stop-gap, i added sand to the double-sided transition with water list.
This is not how i want it ultimately to look, but the appearance and more importantly the WML is closer to my goal, and this method was quick enough i could get it into the development version.
This is not how i want it ultimately to look, but the appearance and more importantly the WML is closer to my goal, and this method was quick enough i could get it into the development version.
The reef on non-tropical looks fine too me, the lack of saturation seem natural where it is likely to be shadowed and perhaps shallower. I agree that a tropical hued ocean would be useful.Jetrel wrote:Given the above picture, it might be worth it to have tropical color-variants of ocean and reef. I'll let you figure out how to solve it though..
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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- Eleazar
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Re: Eleazar's Terrain Improvements
As requested i made an additional desert plants embellishment (^Edpp) which doesn't contains the bones. Suitable for tropical maps that aren't deserts.
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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- Eleazar
- Retired Terrain Art Director
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Re: Eleazar's Terrain Improvements
Some actual screenshots
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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Re: Eleazar's Terrain Improvements
It's awesome to see all of your work! It's so much more fun to look at my wesnoth screen!
So, just some praise...
Could the selected hex indicator perhaps be drawn behind the unit occupying the hex?
So, just some praise...
Could the selected hex indicator perhaps be drawn behind the unit occupying the hex?
- beetlenaut
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Re: Eleazar's Terrain Improvements
And maybe it should follow the height adjustments for keeps and things as well. Awesome work by the way!kitty wrote:Could the selected hex indicator perhaps be drawn behind the unit occupying the hex?
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- Eleazar
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Re: Eleazar's Terrain Improvements
Thanks guys.
Following the hight adjustments could make sense however -- in the game -- i don't think we'd want that in the editor.
Also i'd like the hex selector to be drawn lower than the HP/XP bars and orbs.
If it's behind the unit then it would also be behind any sticking up terrain, (since this is in front of the unit) like castle walls. With a large unit and a bulky keep, the hex selector might hardly show, which defeats the purpose.beetlenaut wrote:And maybe it should follow the height adjustments for keeps and things as well.kitty wrote:Could the selected hex indicator perhaps be drawn behind the unit occupying the hex?
Following the hight adjustments could make sense however -- in the game -- i don't think we'd want that in the editor.
Also i'd like the hex selector to be drawn lower than the HP/XP bars and orbs.
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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Re: Eleazar's Terrain Improvements
No, that would probably looks ugly when the grid is visible. Also, "hex areas" will start to overlap and that will cause problems for deciding which hex is under the mouse (both for code and interface feeling).beetlenaut wrote:And maybe it should follow the height adjustments for keeps and things as well. Awesome work by the way!
EDIT:
Done, also moved the attack indicator under bars and above hex selector.Eleazar wrote: Also i'd like the hex selector to be drawn lower than the HP/XP bars and orbs.
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Re: Eleazar's Terrain Improvements
Wow.
I just re-installed Wesnoth (current SVN) on my computer and played through THoT, and I have to say, the new terrain art is really impressive. I thought it was good a year ago, but you've brought it to the next level. Kudos.
I just re-installed Wesnoth (current SVN) on my computer and played through THoT, and I have to say, the new terrain art is really impressive. I thought it was good a year ago, but you've brought it to the next level. Kudos.
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Re: Eleazar's Terrain Improvements
But it will still be drawn above the unit's ellipse? I personally think it'd make more sense for it to be drawn on top of the terrain itself, directly below any layers related to units in any way.Alink wrote:Done, also moved the attack indicator under bars and above hex selector.
I'm also still unsure I want to see a bordered hex instead of a hilighted (or hilight+border'ed) one. Just my opinion of course — I'm known for not agreeing with minor art choices but I can always live with that.
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- Eleazar
- Retired Terrain Art Director
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Re: Eleazar's Terrain Improvements
Here's the thread where i explain and show some of the problem with the old hex highlighting way.
http://www.wesnoth.org/forum/viewtopic. ... 15#p441417
Comments simply about the hex highlighter are better in that GUI thread.
I've gone through some of the campaigns including some of yours and have added in some of the new terrain varieties as appropriate. (dead grass instead of savanna on obviously winter maps, etc.) But you may want to look your maps over, and refine them yourself. I don't know most of the campaigns real well, and so often don't know what new terrains should be used to create the right kind of setting.
http://www.wesnoth.org/forum/viewtopic. ... 15#p441417
Comments simply about the hex highlighter are better in that GUI thread.
ThanksTurin wrote:I just re-installed Wesnoth (current SVN) on my computer and played through THoT, and I have to say, the new terrain art is really impressive. I thought it was good a year ago, but you've brought it to the next level. Kudos.
I've gone through some of the campaigns including some of yours and have added in some of the new terrain varieties as appropriate. (dead grass instead of savanna on obviously winter maps, etc.) But you may want to look your maps over, and refine them yourself. I don't know most of the campaigns real well, and so often don't know what new terrains should be used to create the right kind of setting.
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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Attempting Lucidity
- Sleepwalker
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Re: Eleazar's Terrain Improvements
It just keeps getting better. I didn't imagine that things could become this much better, but you made it so. Great work!
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- Nercy Masayon
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- Eleazar
- Retired Terrain Art Director
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- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
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Re: Eleazar's Terrain Improvements
As requested by Jetrel, i've added a tropical-colored version of the ocean.
I think we really needed it.
There are also improved transitions with void and off-map and between void and off-map.
EDIT: i also decreased the difference in the size of the ocean ripples vs the shallow ripples.
I think we really needed it.
There are also improved transitions with void and off-map and between void and off-map.
EDIT: i also decreased the difference in the size of the ocean ripples vs the shallow ripples.
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
-> What i might be working on
Attempting Lucidity