Dnia 2014-02-16 00:09 Bryce Harrington napisaĆ(a): >On Sat, Feb 15, 2014 at 02:09:24AM +0100, Michal wrote: >> Hi everyone. It's very good that we already have a connect-sensitive >> beaches. As >> part of my years long project to improve terrain graphics for FC I started >> to make custom beaches each for respectful terrain type. It's not hard to do >> shouldn't be too hard to implement either and it will improve looks of >> the game substantialy. >> >> Just have a few suggestions (see image) > >For the U shaped tiles, and maybe even the corner ones, it might look >more realistic if the beach corners were less sharp. I don't know how >far into the center of the tile the edge art can impinge, but personally >I'd love to see some artistic license taken. So for example, dotting in >some micro-islands here and there, sand bars, haystack rocks, sea >cliffs, etc. The beaches give a lot of character to the overall map. > >Also, I notice there are even and odd variants for tiles. I suppose >that's so the compositor doesn't lay down two obviously identical tile >arts together? Is it limited to just two variants? It might be fun to >infrequently throw in some random alternative to the tile. So for >instance some of the U beaches take the appearance of a sheltered bay >with rounded edges, others a mess of little islets, etc. > >Bryce >
What You just wrote, is EXACTLY my plan :) (This is why we have the connection sensitive borders, it is why I requested them, and to finalize the deal and give freeCol a pro look at last, I need to make the custom border for each terrain, and You need to implement it (the shape of the beach doesn't matter all that much, when the dispersion tile border which separates it form the land proper is always a straight line :)) First things first though, I need to make a one proper set of terrain-aware beaches in which every tiles fit together perfectly and river deltas fit ALL terrains, all beaches and the ocean together. Once that's done we star making it fancier. I don't know exactly how the compositor works either, but I got this idea: If we could add a possibility of having an open number of variation of a given tile/beach to the catalog. for example: edge10_even1, edgeedge10_even2 etc. So if I wake up at night and have a vision of grassland with rocky beaches or just a single piece of a terrain I can add those, like the red American or Australian desert or a prairie center tile with a lonely tree on it or whatever, it could be added to the graphics folder without changes in program. And we could switch and choose between the available variations of there tile in Editor for example by a right click. (It would add tremendous power to editing and scenario - then I could make even the largest maps like the popular America large look natural. We wouldn't need to create new terrain types or mess with text files to add new visual varieties to the game. IS this possible? M.Sz. Misiulo ------------------------------------------------------------------------------ Android apps run on BlackBerry 10 Introducing the new BlackBerry 10.2.1 Runtime for Android apps. Now with support for Jelly Bean, Bluetooth, Mapview and more. Get your Android app in front of a whole new audience. Start now. http://pubads.g.doubleclick.net/gampad/clk?id=124407151&iu=/4140/ostg.clktrk _______________________________________________ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers