paved roads
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Yobbo: If I could figure out which files to download, I could try to make the corners look better.
(I understand that you like them the way they are, but IMHO they would look better curved.)
(I understand that you like them the way they are, but IMHO they would look better curved.)
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
Download the latest tar.gz (roads-extra.tar.gz). There are only about 6 images that should need to be changed for nice curvy roads. 8 max. Should be obvious which ones .turin wrote:Yobbo: If I could figure out which files to download, I could try to make the corners look better.
I had originally planned to make the roads all curvy, but the corners grew on me. I do agree they look sharp - if you draw nice corners they're welcome .
Also welcome if anyone can draw them: stone bridges.
yobbo: Thanks.
JW: The castle in that image is under construction, and has not yet replaced teh current castle. It will eventually. The swamp is in SVN, which means that the next 1.1.x version will have it; but the 1.0.x line is getting no new graphics.
JW: The castle in that image is under construction, and has not yet replaced teh current castle. It will eventually. The swamp is in SVN, which means that the next 1.1.x version will have it; but the 1.0.x line is getting no new graphics.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
Even if you don't like compiling (like me) it's relatively easy to stay up-to-date with the latest graphics and unit descriptions:
1) Download the source code from the trunk, like thisperhaps.
2) Copy images and .cfgs from the source to the appropriate folder of your compiled version. If you want terrain, copy the 2 terrain cfgs as well as the graphics.
1) Download the source code from the trunk, like thisperhaps.
2) Copy images and .cfgs from the source to the appropriate folder of your compiled version. If you want terrain, copy the 2 terrain cfgs as well as the graphics.
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
I agree with zookeeper. Unfortunately, the only way for this to be resolved in all instances is to have a WML that accounts for all 64 possible directional variations as well as the graphics files to match. I think that yobbo's results so far look quite nice considering the fact that he is only using eleven directional variations.yobbo wrote:Get over it .zookeeper wrote:On yobbo's latest image the roads are, IMHO, not very good-looking. In the straight lines where there is grassland underneath they look ok, but the bulky things at the ends of the bridge and the bulky mass at the bottom right look very bad.
Yobbo deserves a pat on the back, and unless someone is willing to pony-up the work to implement something more robust complaints should probably be taken with a grain of salt.
Get over it.hands wrote:I agree with zookeeper. Unfortunately, the only way for this to be resolved in all instances is to have a WML that accounts for all 64 possible directional variations as well as the graphics files to match. I think that yobbo's results so far look quite nice considering the fact that he is only using eleven directional variations.yobbo wrote: Get over it .