Eleazar's Terrain Improvements
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Re: Eleazar's Terrain Improvements
It's very hard to judge; I still think the submerged stuff could be a bit darker, but I'm not sure.Eleazar wrote:And here's where we stand tonight--- very close to being done.
It's looking pretty darned good, though.
It's especially good you and zookeeper got that concave and convex thing worked out, because that's a massive, massive improvement.
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- 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
And now waves. It looks underwhelming in a still, but live the effect is too strong.
This is basically how i think the wave animation should work, though my example is a bit crude, and needs more in between frames. But i never claimed to be a good animator.
Committed to trunk, currently concave sides only.
This is basically how i think the wave animation should work, though my example is a bit crude, and needs more in between frames. But i never claimed to be a good animator.
Committed to trunk, currently concave sides only.
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
Refined everything.
* The sand extends a little further into the water now (1 hex sand island were too small)
* Waves are a little less subtile.
* The submerged part is less spiky and blends better into the water.
I'm putting the DONE stamp on it. It's not perfect, but it's time for me to leave it alone.
* The sand extends a little further into the water now (1 hex sand island were too small)
* Waves are a little less subtile.
* The submerged part is less spiky and blends better into the water.
I'm putting the DONE stamp on it. It's not perfect, but it's time for me to leave it alone.
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
- Contact:
Re: Eleazar's Terrain Improvements
Refined the reef a bit and reactivated variants.
This terrain would still benefit if someone redid it carefully from scratch.
This terrain would still benefit if someone redid it carefully from scratch.
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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.
-> 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
- Contact:
Re: Eleazar's Terrain Improvements
The issue with waves on sand is that they will not especially make sense in many situations, especially if they are nice ocean-type waves.
At this point, rather than gimp the waves to make them really small, i think the solution is to create another set of identical-looking sand terrains. The difference is that the big waves would not appear on their edges. The WML is simple-- i just want to air the idea before adding a terrain, i might need to remove.
At this point, rather than gimp the waves to make them really small, i think the solution is to create another set of identical-looking sand terrains. The difference is that the big waves would not appear on their edges. The WML is simple-- i just want to air the idea before adding a terrain, i might need to remove.
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
That sounds very sensible.
Play Frogatto & Friends - a finished, open-source adventure game!
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
Re: Eleazar's Terrain Improvements
Some further improvements of the appearance of beach in corner cases, mostly by zookeeper revising macros.
I think i know how to keep the transitions off the ice (and other less visible terrains) but that will take some graphics work.
I think i know how to keep the transitions off the ice (and other less visible terrains) but that will take some graphics work.
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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.
-> 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
- Contact:
Re: Eleazar's Terrain Improvements
OK, i've heard the comments that the ocean and shallow water are too hard to distinguish. It's apparently a problem for a significant number of people, so i'll get on making some sort of adjustment, at least as a stop gap.
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
- Contact:
Re: Eleazar's Terrain Improvements
New ocean in SVN: darker and more strongly textured:
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
Looks good. Hopefully that'll stymie the complaints.
Play Frogatto & Friends - a finished, open-source adventure game!