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Simon Loverix
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Tongeren, Belgium
Apr 2001 time: 05:13
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Fiera: I'm posting here to let you know I tried to reorganize the ecology model, you might want to take a look at it in the ecology thread.
I'll give you a list of terrain types here:
* Terrain: Basin, Flat, Rolling, Hills, Mountainous
* Climate: Arctic, Sub-Arctic, Cold Temperate, Warm Temperate, Sub-Tropical, Tropical; Ice Cap, Ocean, Sea, Lake
* Vegetation: Wasteland, Desert, Low Cover, High Cover, Light Fores, Forest, Climax Forest
You would need different vegetation graphics only for old (conifer), temperate (decidous), hot (tropical) areas and the water vegetation, although this will most likely only be a few little, green, floating, things.
Do you know Transport Tycoon? Your latest tiles actually reminded me of that game, and there were also three sets of different trees. By the way those graphics are already very good. They look very tangible, in contrast to CivII, where the empires were founded on a moulded pancake . CivI looked better: the terrain was like a spunge that had teeth (mountains).
Can you do something like the three forest tiles with desert-low cover-high cover?
The model still needs to be discussed anyway and will probably be simplified.
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Fiera
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Proud Member of the Spanish Gang
Mar 2000 time: 06:13
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Hi again, everybody! 
I'm sorry, I've been a bit busy lately, but I've managed to put together a deciduous trees demo. They're over a Plains tile, but I can put them over Grassland or whatever you need, as I've made them as separate layers...
I will work on roads now, and then also on rivers now that I know that they'll be in-square...
You can take a look at the demo here:
http://www.geocities.com/fiera_com/demo.html
Simon,
hi, and thanks for your comments!
I started working on these trees before reading your post, however, I think that they might fit in your model.
One thing I need to know: I'm not quite sure about the difference between low-cover and high-cover... 
[This message has been edited by Fiera (edited April 21, 2001).]
[This message has been edited by Fiera (edited April 22, 2001).]
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Richard Bruns
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NC, USA
Nov 1999 time: 06:13
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That idea can be extended to other things. If each square has 25 tiles, then each tile can have one tree or one farm or one house representing a village or suburb.
Hmmm, with a 40x80 tile, each of the smaller tiles would have to be 8x16 pixels. Fiera, Can you draw a house icon that small?
Or to get really radical, each square could have multiple terrain types. The square could have 8 mini-squares of desert and 17 of plains This would turn a square into an ecological province, for all practical purposes. So we can use all the old ecological province plans that relied on a big batch of squares with fixed borders. Each province in the old model is now a square on the map. That is probably excessive, but I'd like it a lot and it could make the map look a lot better.
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Simon Loverix
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Tongeren, Belgium
Apr 2001 time: 05:13
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Fiera:
Low cover means low vegetation overall: grass, some bushes, no trees.
High cover means something between grassland and a forested area: grass, bushes and an occasional tree. I wanted to have a bigger difference between desert and forested than just 1 type. They almost look the same anyway.
On representing sites on the map:
I like details, but maybe we're going to far by giving every pixel on the map a meaning. But as long as the data don't get in each other's way on
the map, it's OK.
Treating the squares as provinces might prove the most simple solution. It would solve many problems regarding province size, overlap etc. But multi-square provinces were also a tool to keep the map unfragmented.
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:13
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Things that make the map both look better, and give the player information are great. I don't know how much of that we can get away with, without the graphics looking too busy. Figuring that out is part of Fiera's job .
Rather than terrain micromanagement I think anything we put in the graphics needs to answer the questions that player will frequenly ask, and I don't think 'what ratio of desert to plains is here?' fits that bill... The number of farm sites will be very important economically to the player for at least the first half of the game, which is why I suggested it. But I don't claim to know the exact right answers to what the player will most want to know yet . That'll be best answered in playtesting.
I am strongly against pushing detailed ecological modeling down to within a tile. I don't think the player will get much out of it, and there are tens of thousands of tiles already! If you want that, then just redefine the tiles to be 10km across, and you can basically have a map with terrain governed on the finer scale you want. But for the whole world that'd be over a Million tiles . Only things that are really important like gradual deforestation, and drainage of swamps, are likely to be important enough to model for each tile IMO. And those only at a crude level.
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Fiera
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Proud Member of the Spanish Gang
Mar 2000 time: 06:13
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Hi all,
First off, a quick clarification that I should have made before: the tiles I've been using in my demos (the ones in the demo.html page) are not exactly 80x40 size, but rather 78x40, since that was the only way I managed to finally arrange a symmetrical diamond. Due to this symmetry, these tiles prove perfect for the division in 25 small diamond-sized tiles.
So I've put two small and quick demos implementing farm sites over both grassland and plains. I think they're selfexplanatory, and though I'm not quite satisfied with the way the fields look like, they serve their purpose well, so you can tell wether you like the idea or not.
The demos are here, at the end of the page:
http://www.geocities.com/fiera_com/demo.html
About taking this idea further, I think we should be careful. Showing the degree of deforestation and farming is taking place in a square may be enough. Having 25 different kinds of terrain inside a 78x40 square, when you'll probably have something like 120 visible squares in the map, would drive crazy even the most perfectionist player, IMO.
We have to bear with the fact that the map is just a conventional representation of the world (ie, trees will be always too big in comparison with mountains, as will be units when compared with cities, etc), so a good compromise will be keeping things informative as well as good looking. That's the way I see it.
Simon,
quote:

Can you do something like the three forest tiles with desert-low cover-high cover?
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So what you'd like me to do is to implement, in three stages, the "evolution" from high-cover to desert? I'm not sure wether I finally understood you...
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Richard Bruns
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NC, USA
Nov 1999 time: 06:13
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The general isea looks good, but could you increase the contrast between the farms abd background? I had to squint to make them out.
I was relly only thinking of two terrin types in a square, like a border between plains/grassland.
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Simon Loverix
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Tongeren, Belgium
Apr 2001 time: 05:13
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Fiera:
You did understand. The forest looks fine, you surely can do it for the other vegetation too.
Civ3:
Ugh.. Somebody dropped a box of pixels there. This barely qualifies for a 'fog of war' map. Clash at least has trees instead of green stuff.
If the mess on the roads was irrigation, nobody's ever going to irrigate, just for aesthetic reasons. Thank god it's only a preview.
multiple terrain:
If we want more terrain, why not just increase the number of squares a bit? I would also like a huge map with a square for every km² but, alas, that's not yet possible with common computers (I think).
[This message has been edited by Simon Loverix (edited April 27, 2001).]
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Simon Loverix
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Tongeren, Belgium
Apr 2001 time: 05:13
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- They still lay their roads on top of the trees. Nice overlook for travellers, but a little expensive in upkeep. Fiera, could you leave space between the trees for roads and/or rivers, so there's always room to draw a road? Laying a road in climax vegetation will downgrade it to normal forest.
- Those guys don't come outside anymore these days, do they? If they did, they would know water does NOT look blue, only the sea. I'd say, don't draw irrigation explicitly, only indicate farmed/not farmed for the small tiles on the square.
We can do a lot with those tiny tiles. We could draw a little building for 4% of the land occupied by infrastructure, a little field for agriculture, a pool for partial wetland,..
[This message has been edited by Simon Loverix (edited April 29, 2001).]
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Richard Bruns
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NC, USA
Nov 1999 time: 06:13
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This isn't technically about map graphics, but this seems to have become the general graphics thread...
Thanks to my CAD class, I have developed some (limited) skills in 3-D modeling and rendering. I can now make replicas of various structures without much time or effort. You can see some screenshots here:
http://wcuvax1.wcu.edu/~RB22393/buildings.html
Do we have any use for this sort of thing? In addition to the 2-D pictures, I can also provide 3-D models of the various structures. Can Java use and/or display .dxf files?
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Simon Loverix
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Tongeren, Belgium
Apr 2001 time: 05:13
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Cultural styles is certainly a must (scenario's etc.) - but include a standard.
What I meant by style is to have a coherent set of graphics. For example, a game that involves spaceships etc. usually has its interface designed like a spaceship dashboard, in Warcraft the cursor was a gauntlet,..
Every graphic in Imperialism is drawn in the appropriate style of the age, even things that don't necessarily need to be so, like trees and rocks. This makes that the game has a very distinctive look.
But that's not everything. They mixed up 3D and 2D, drawn stuff. This causes a little discontinuity when you encounter a screen with such pictures on it and that strains the suspension of disbelief.
I think the style for clash is best not too realistic, because we want (don't we) to display lots of detailed information on the screen. And displaying realistic detail with pixels is like painting a portrait with a broomstick: a mess. So if we want to draw buildings, draw a single, or two, or three recognizable buildings instead of a myriad of three-pixel-huts. Make sure the contrast is always clear, and the lines are always smooth. The main purpose of the graphics is, after all, presenting the game information as pleasant and as clear as possible to the players.
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:13
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Richard:
Your new things look pretty cool! The only direct use I can think of for them offhand is as backgrounds either in skins, or behind character advisers. So when your adviser character pops up to tell you about the economy or what ever, some sort of commercial institution could appear behind them.
BTW, how is the tech stuff coming along using Gary's tech editor? Perhaps best to refer to this in the tech thread rather than here...
Fiera:
Any luck on the new art? Do you think we should try and put the new style tiles in demo five? If so, I need plains, mountains, hills, and swamp. That's all we are likely to use in demo 5.
There was a guy looking to help out on the art front, and I asked him to coordinate with you here, hopefully he will show up soon...
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Fiera
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Proud Member of the Spanish Gang
Mar 2000 time: 06:13
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Hi, Mark and everybody! 
Everything's great with me, the only thing is that I've been hopelessly busy with some papers I had to write.
quote:

Originally posted by Mark_Everson on 05-12-2001 10:55 AM
Any luck on the new art?
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The only thing I've been able to put together is a new try on the farmed squares. Look at it here:
http://www.geocities.com/fiera_com/demo.html
The new squares are those at the right. I know it doesn't make that much of a difference, but I think it looks better know... 
I've also tried something for the roads, but I don't like at all what I've got.
quote:

Do you think we should try and put the new style tiles in demo five? If so, I need plains, mountains, hills, and swamp. That's all we are likely to use in demo 5.
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I say let's go for it. I think everybody's happy with the plains and mountains that I already have, so I only need to work on the hills and swamps. I'll focus on it, leaving roads and rivers aside for the moment. Is that alright?
quote:

There was a guy looking to help out on the art front, and I asked him to coordinate with you here, hopefully he will show up soon...
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That's great, I've already posted something in the other thread. I'm looking forward to his comments on my graphics.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:13
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I'm afraid that I really don't like the swamp much. It almost looks like bread mold. However, that could be decieving since we probably won't see that bare tile in the game; the swamp will have trees or other vegetation like the other tiles do.
I like the pattern of unobtrusive basic terrain covered by little vegetation tiles. Perhaps the swamp could be a single color like the others. Then rivers and/or discrete vegetation would add the detail.
I still have to squint to see the farmland. Could you make it stalks of wheat or something that stand out like the trees do?
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