Eleazar's Terrain Improvements

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Eleazar
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Re: Eleazar's Terrain Improvements

Post by Eleazar »

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.
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Screen shot 2010-08-31 at 9.31.01 PM.jpg
Screen shot 2010-08-31 at 9.31.01 PM.jpg (105.78 KiB) Viewed 12652 times
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Eleazar
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Re: Eleazar's Terrain Improvements

Post by Eleazar »

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.
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Screen shot 2010-09-04 at 8.34.04 PM.jpg
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freim
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Re: Eleazar's Terrain Improvements

Post by freim »

Looks good.

Is it just me, or do the desert tiles with stone details look much sharper than the ones without?
Anonymissimus
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Re: Eleazar's Terrain Improvements

Post by Anonymissimus »

some bad transition
trunk r46310
bad_transition.PNG
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Eleazar
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Re: Eleazar's Terrain Improvements

Post by Eleazar »

Anonymissimus wrote:some bad transition
trunk r46310
Yeah, that's existed since at least 1.8.x

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.
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Eleazar
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Re: Eleazar's Terrain Improvements

Post by Eleazar »

I'm working on a quick fix for the desert mountain problem: i.e. recolored regular mountains without the green parts.
Screen shot 2010-09-07 at 6.07.51 PM.jpg
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.
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Thrawn
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Re: Eleazar's Terrain Improvements

Post by Thrawn »

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.
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Eleazar
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Re: Eleazar's Terrain Improvements

Post by Eleazar »

freim wrote:Looks good.

Is it just me, or do the desert tiles with stone details look much sharper than the ones without?
I dunno, i can't fully convince myself that i see it -- or that i don't.

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.
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doofus-01
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Re: Eleazar's Terrain Improvements

Post by doofus-01 »

Eleazar wrote:
freim wrote:Looks good.

Is it just me, or do the desert tiles with stone details look much sharper than the ones without?
I dunno, i can't fully convince myself that i see it -- or that i don't.
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: Anyway, since better looking stones can now be added as an embellishment overlay, i tend to think these should be removed.
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.)
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sand.jpg
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Eleazar
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Re: Eleazar's Terrain Improvements

Post by Eleazar »

doofus-01 wrote:
Eleazar wrote:I dunno, i can't fully convince myself that i see it -- or that i don't.
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: Anyway, since better looking stones can now be added as an embellishment overlay, i tend to think these should be removed.
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.)
I was assuming he meant C&D.

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.
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Attempting Lucidity
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Eleazar
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Re: Eleazar's Terrain Improvements

Post by Eleazar »

Off the cuff, i think this is a reasonable distribution of embellishments for 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
EDIT: zookeeper has applied random embellishments to random maps.
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Eleazar
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Re: Eleazar's Terrain Improvements

Post by Eleazar »

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.
Screen shot 2010-09-10 at 1.16.48 PM.jpg

For comparison here's how the map in the first post of this thread looks with current tiles.
Screen%20shot%202010-09-10%20at%202.53.34%20PM.jpg
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

Post by Eleazar »

OK, i'm starting on serious transitions for the cobbled road terrains. Compare to previous post.

May do more mulit-sided transitions...
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Screen shot 2010-09-10 at 9.18.20 PM.jpg
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Eleazar
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Re: Eleazar's Terrain Improvements

Post by Eleazar »

Applied the better transitions to the other cobbled road terrains.

Also gave the overgrown path a more broken-up look and more variety.
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Screen shot 2010-09-11 at 2.48.49 PM.jpg
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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freim
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Re: Eleazar's Terrain Improvements

Post by freim »

Eleazar wrote:
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.)
I was assuming he meant C&D.

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
I meant A vs B. It's quite minor though.


Multi-sided transitions have made a huge difference, great work :)
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