Page 3 of 5
RE: New terrain mod, work in progress...
Posted: Thu Nov 08, 2007 9:32 pm
by cbelva
Hey Nick,
I read your comment on the bug thread. I am curious as to why you were getting that bug. In substituting sprikes I had no problems. It was trying to add additional sprikes that I was getting the bug. Are you adding new terrain sprites with your mod? I am working on a new scenario and the bug has ground me to a halt. Hopefully we will get the 1.02 beta tomorrow. Looking forward to your mod.
RE: New terrain mod, work in progress...
Posted: Thu Nov 08, 2007 9:50 pm
by NickGen
Hey Cbelva, I have no problems for creating new landscape with new sprite, but, if i want to add additional sprite in same "tileset" i have the bug.....for example, if i want to add some additional sprite in a urban tileset, the first sprite work fine, but, for all the other sprites, i have the bug.....
I am also blocked in my work....Yes, i hope this patch will Solve the problem....
RE: New terrain mod, work in progress...
Posted: Fri Nov 09, 2007 9:07 am
by kram
Hi Nick69, a really awesome work, I'm curious to see how you will model heavy forest vs. light forest and swamp.
Hope your mod will be posted soon and many thanks for it[&o][&o][&o].
RE: New terrain mod, work in progress...
Posted: Fri Nov 09, 2007 8:36 pm
by NickGen
Ok, a new screenshot, with, light forest, marsh, and some city graphic, but i am not very happy with them...Perhaps replaced by topographics symbols ?..... To follow

RE: New terrain mod, work in progress...
Posted: Fri Nov 09, 2007 8:42 pm
by Vic
@nick,
looks great. amazing job. i should check the forums first for graphical artists for next game.
for the towns i would make them stand out more color wise and if possible let them also influence the edges of neighbouring hexes so they are better visible if units are on top.
kind regards,
vic
RE: New terrain mod, work in progress...
Posted: Fri Nov 09, 2007 9:02 pm
by NickGen
Tanks for your advice, Vic, I am not a really a professional graphic designer, I am rather specializing in tabletop wargames ....
I also planned to redo the entire user interface .... in the near future ...
For the city and town, i thought somewhat darker Sprite ...
Sorry for my english, i am french....
RE: New terrain mod, work in progress...
Posted: Fri Nov 09, 2007 9:04 pm
by NickGen
Vic, i have some trouble with the urban sprites...can you give me some advice ?
why two sprites for each urban type ? (urban01.png, urban01a.png)
How it work ?
RE: New terrain mod, work in progress...
Posted: Fri Nov 09, 2007 9:14 pm
by Vic
ORIGINAL: Nick69
Vic, i have some trouble with the urban sprites...can you give me some advice ?
why two sprites for each urban type ? (urban01.png, urban01a.png)
How it work ?
well you can have two sprites for any landscape sprite. One which is drawn before any neighbouring hex influences are painted on the hex, and one which is drawn after. If you do a top down look i think it would be smart to have a fully transparent graphic as the second sprite for towns.
If you have any more questions feel free to ask.
RE: New terrain mod, work in progress...
Posted: Fri Nov 09, 2007 9:53 pm
by NickGen
tanks Vic, I certainly have a lot of questions to ask ....
In fact, a lot of my graphics come from a game project that I had going on, but abandoned for lack of time ....
RE: New terrain mod, work in progress...
Posted: Sat Nov 10, 2007 11:01 am
by NickGen
Vic, another question...Is it possible that the sea override the rivers hexsides ? for good transition....
RE: New terrain mod, work in progress...
Posted: Sat Nov 10, 2007 11:34 am
by Vic
no the rivers are always drawn last.
but if you make sure the land always goes to the corners of the hex then the rivers will fit right?
kind regards,
vic

RE: New terrain mod, work in progress...
Posted: Sat Nov 10, 2007 11:40 am
by NickGen
ORIGINAL: Vic
no the rivers are always drawn last.
but if you make sure the land always goes to the corners of the hex then the rivers will fit right?
kind regards,
vic
Yes, tanks Vic, and i want to make the rivers the same color as the sea...
Soon a new screenshot with roads, towns and city
RE: New terrain mod, work in progress...
Posted: Sat Nov 10, 2007 3:33 pm
by NickGen
New screenshot...with all terrain ok...Road, rivers, streams, bridge, town, city...on map....
Soon the release...[:)]

RE: New terrain mod, work in progress...
Posted: Sat Nov 10, 2007 5:11 pm
by Pocus
Groovy!
RE: New terrain mod, work in progress...
Posted: Sat Nov 10, 2007 5:27 pm
by Arditi
Wow! Lookin' great!
Arditi
RE: New terrain mod, work in progress...
Posted: Sat Nov 10, 2007 11:01 pm
by EricSilver_MatrixForum
Can't wait for the release, Nick!!, great job, m8!!

RE: New terrain mod, work in progress...
Posted: Sun Nov 11, 2007 5:43 am
by Hentzau
Looks excellent! [:D]
RE: New terrain mod, work in progress...
Posted: Mon Nov 12, 2007 7:42 pm
by NickGen
Last screenshot for this mod, european theatre, all graphic done, now, I can schedule the terrain effects and make a new masterfile...[:)]
Soon, two new mod, one for desert theatre, one for asian theatre...[:)]

RE: New terrain mod, work in progress...
Posted: Mon Nov 12, 2007 8:01 pm
by Barthheart
Awesome!!!![&o]
RE: New terrain mod, work in progress...
Posted: Mon Nov 12, 2007 8:56 pm
by PDiFolco
Nick,
Very nice job, but why do you want to make a masterfile ?? What we need is a zipped file with all the png to replace all those in graphics/default/plain, lightforest etc... dirs !