Eleazar's Terrain Improvements
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- Eleazar
- Retired Terrain Art Director
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Re: Eleazar's Terrain Improvements
I repurposed some graphics and got a serviceable mud pit going in 35mins -- certainly my record for a terrain with layering even half this complex.
Hopefully i'll have time to make it prettier layer, but this isn't top priority.
I call it "Muddy Quagmire".
Code: "Sm"
It's an alias of swamp that can be used in caves or wherever you want swamp without reeds.
Hopefully i'll have time to make it prettier layer, but this isn't top priority.
I call it "Muddy Quagmire".
Code: "Sm"
It's an alias of swamp that can be used in caves or wherever you want swamp without 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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- Eleazar
- Retired Terrain Art Director
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Re: Eleazar's Terrain Improvements
OK, i'm going into refinement mode.
Redid the transitions for desert and sand in a highly complete way, 39 varied, yet seamless transitions each with alternates for the one and two and six sided transitions. I think i struck the right balance between retaining the hex-shape, and making the edges organic.
I'm looking in to propagateing this shape to the dirt transitions.
Redid the transitions for desert and sand in a highly complete way, 39 varied, yet seamless transitions each with alternates for the one and two and six sided transitions. I think i struck the right balance between retaining the hex-shape, and making the edges organic.
I'm looking in to propagateing this shape to the dirt transitions.
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
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- Retired Terrain Art Director
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Re: Eleazar's Terrain Improvements
Looks good.
Is it just me, or do the desert tiles with stone details look much sharper than the ones without?
Is it just me, or do the desert tiles with stone details look much sharper than the ones without?
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Re: Eleazar's Terrain Improvements
some bad transition
trunk r46310
trunk r46310
projects (BfW 1.12):
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
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Re: Eleazar's Terrain Improvements
Yeah, that's existed since at least 1.8.xAnonymissimus wrote:some bad transition
trunk r46310
Unfortunately it involves a complicated part of the terrain WML that i haven't touched because i don't understand it.
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
- Eleazar
- Retired Terrain Art Director
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- Joined: July 16th, 2004, 1:47 am
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Re: Eleazar's Terrain Improvements
I'm working on a quick fix for the desert mountain problem: i.e. recolored regular mountains without the green parts.
I would have gone with more deserty colors, but i wanted both mountains to work well right next to each other.
Water
There have been several complaints that the new non-tropical water is too un-saturated. I recommended viewing the terrain in many actual maps before forming an opinion, and never heard back from any of them. 1.9.x has been out for a while, giving the non-compilers a chance to do just that.
If i don't hear back in a week or so i'll assume the objections are withdrawn. I want to finish some of this water stuff up soon.
There are still issues, but this is infinitely better than my many years old desert mountains.I would have gone with more deserty colors, but i wanted both mountains to work well right next to each other.
Water
There have been several complaints that the new non-tropical water is too un-saturated. I recommended viewing the terrain in many actual maps before forming an opinion, and never heard back from any of them. 1.9.x has been out for a while, giving the non-compilers a chance to do just that.
If i don't hear back in a week or so i'll assume the objections are withdrawn. I want to finish some of this water stuff up soon.
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
- Thrawn
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Re: Eleazar's Terrain Improvements
Having played 1.9.x, I agree that the non-tropical water could be a *bit* brighter, but overall, one gets used to it quickly.
...please remember that "IT'S" ALWAYS MEANS "IT IS" and "ITS" IS WHAT YOU USE TO INDICATE POSSESSION BY "IT".--scott
this goes for they're/their/there as well
this goes for they're/their/there as well
- Eleazar
- Retired Terrain Art Director
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Re: Eleazar's Terrain Improvements
I dunno, i can't fully convince myself that i see it -- or that i don't.freim wrote:Looks good.
Is it just me, or do the desert tiles with stone details look much sharper than the ones without?
Anyway, since better looking stones can now be added as an embellishment overlay, i tend to think these should be removed.
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
Re: Eleazar's Terrain Improvements
Do you mean desert vs sand (A&B vs C&D)? That is true. Or that B is sharper than A? That is subtle, if true.Eleazar wrote:I dunno, i can't fully convince myself that i see it -- or that i don't.freim wrote:Looks good.
Is it just me, or do the desert tiles with stone details look much sharper than the ones without?
Would it be worth leaving those in for the random map generator? Or can/could the generator deal with embellishments? (I looked at the trunk SVN to see what updates were done to the generator file(s), but I don't know where the thing is or what it is called.)Eleazar wrote: Anyway, since better looking stones can now be added as an embellishment overlay, i tend to think these should be removed.
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BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
- Eleazar
- Retired Terrain Art Director
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Re: Eleazar's Terrain Improvements
I was assuming he meant C&D.doofus-01 wrote:Do you mean desert vs sand (A&B vs C&D)? That is true. Or that B is sharper than A? That is subtle, if true.Eleazar wrote:I dunno, i can't fully convince myself that i see it -- or that i don't.Would it be worth leaving those in for the random map generator? Or can/could the generator deal with embellishments? (I looked at the trunk SVN to see what updates were done to the generator file(s), but I don't know where the thing is or what it is called.)Eleazar wrote: Anyway, since better looking stones can now be added as an embellishment overlay, i tend to think these should be removed.
Random map generators are in data/multiplayer/scenarios. Look for files with the name that starts with "Random"...
They don't add embellishments, though it would be nice if they did. I updated them in the middle of the summer to use some of the new variants, but randomly adding appropriate embellishments is beyond me
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
- Eleazar
- Retired Terrain Art Director
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- Joined: July 16th, 2004, 1:47 am
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Re: Eleazar's Terrain Improvements
Off the cuff, i think this is a reasonable distribution of embellishments for random maps.
EDIT: zookeeper has applied random embellishments to random maps.^Efm
on Marsh and Regular 15%
Medium temperature range?
G*
^Gvs
on Marsh and Regular 10%
Medium temperature range?
Re,Rb,Gd
^Es
on any 5%
G*,D*,R*,Uu*Ur*,Aa
^Em
on Marsh and Regular 5%
G*,R*,Uu*,Ur*
^Emf
on any 5%
Uu*
^Edp
Desert and regular 5%
high temperature
D*
^Wm
on any 1%
G*,R*,Aa
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
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
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Re: Eleazar's Terrain Improvements
Today, i tweaked the dirt colors a little bit more and applied the transition shape which i created for the sand.
This is IMHO much more attractive.
Perhaps next i'll look at the transition between the bank and land.
For comparison here's how the map in the first post of this thread looks with current tiles.
This is IMHO much more attractive.
Perhaps next i'll look at the transition between the bank and land.
For comparison here's how the map in the first post of this thread looks with current 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.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
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Re: Eleazar's Terrain Improvements
OK, i'm starting on serious transitions for the cobbled road terrains. Compare to previous post.
May do more mulit-sided transitions...
May do more mulit-sided transitions...
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
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
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Re: Eleazar's Terrain Improvements
Applied the better transitions to the other cobbled road terrains.
Also gave the overgrown path a more broken-up look and more variety.
Also gave the overgrown path a more broken-up look and more variety.
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
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- Retired Terrain Art Director
- Posts: 1113
- Joined: November 29th, 2003, 11:40 pm
- Location: Norway
Re: Eleazar's Terrain Improvements
I meant A vs B. It's quite minor though.Eleazar wrote:I was assuming he meant C&D.doofus-01 wrote: Do you mean desert vs sand (A&B vs C&D)? That is true. Or that B is sharper than A? That is subtle, if true. Would it be worth leaving those in for the random map generator? Or can/could the generator deal with embellishments? (I looked at the trunk SVN to see what updates were done to the generator file(s), but I don't know where the thing is or what it is called.)
Random map generators are in data/multiplayer/scenarios. Look for files with the name that starts with "Random"...
They don't add embellishments, though it would be nice if they did. I updated them in the middle of the summer to use some of the new variants, but randomly adding appropriate embellishments is beyond me
Multi-sided transitions have made a huge difference, great work