 |
|
opaque
|
|
England
Aug 2001 time: 05:13
|
|
Hi, I heard about clash through Apolyton and downloaded the demo and I think it will be great when it is finished! I thought I might ask if I can help with any *minor* graphics for the game such as world tiles or goods/resources...
In case Apolyton is down again my email is jkhemming@yahoo.co.uk
EDIT: Changed email address to my usual one
Last edited by opaque on 04-02-2002 at 22:41
|
|
|  |
 |
|
Blakis Maximus
|
|
Out of curiosity (I haven't seen this mentioned anywhere else), what kinds of special goods are being planned?
|
|
|  |
 |
|
Mark_Everson
|
 |
Canton, MI
Jan 1970 time: 00:13
|
|
quote: Originally posted by sas
NOTICE !Does it look like i'm going the right way with this? My main reason for choosing narrow coastlines was thinking about the rivers. They shouldnt be to wide right ?
|
I think your direction is basically good, although I have to admit it doesn't 'sing' to me yet. Or is it the audio that's supposed to do that...
Ahhh, I hadn't thought about rivers. But I believe Axi's solution is best, just have different overlays for coasts and rivers. I also agree that the coasts are too straight, although that can be changed down the line. As a start you could do the rivers with coastline, and we'd know it was just that the rivers were temporarily too wide.
Blakis:
I just spent about 10 min looking for the paper specials list I have from way back. I've got something like 20 things so far. My guess is it'll be more like 30 for the final game. I bet they'll probably be similar to the Civ3 ones, since there's usually a fair amount of agreement on what the critical things are in a particular age. Do you know of a list around, like maybe on one of the civ3 forums? Once we've got a decent list I'll put in in the ecnon thread.
Last edited by Mark_Everson on 31-01-2002 at 05:27
|
|
|  |
 |
|  |
 |
|
axi
|
 |
Athens Greece
Sep 1999 time: 07:13
|
|
The beaches are good and the "river" will do for now.
The only thing that's missing from the picture now is cities and roads as overlays. But I think stian should wait for the new version of the game, to make his life easy.
It is about time we get to an agreement (and post it!) on the specs of a certain tileset (a list with filenames etc), so that we can find out what's missing and complete at least one tileset.
The coast tiles, are they different from the normal grassland tiles on purpose?
I'd like to see such a map with some plains, desert, tundra, etc. Let's see how well the vegetations mix. Perhaps we han have such a map in the next (official) demo.
As for specials, I propose that all minerals should be marked with bullions bearing the chemical denomination of the substance: Au, Ag, Cu, Fe, Zn, NaCl, etc... Metalwares could be two crossed hammers. Horses, game and fish are obvious (I hope someone is skillfull enough for those).
YMMV of course...
|
|
|  |
 |
|
LDiCesare
|
|
La Ferté sous Jouarre France
Jan 2001 time: 05:13
|
|
Stian, this looks very good.
axi, I don't think NaCl for specials will do. Most people would prefer to see "salt", which is as long.
I also think someone who is not a chemist will have trouble remembering Ag means silver and Fe iron. How do you distinguish C from Cu at first glance, for instance? I think giving a different color is more important, although you can put the symbols in addition. Also, salt should look different from copper.
|
|
|  |
 |
|
sas
|
 |
Bergen
Apr 1999 time: 05:13
|
|
quote: The coast tiles, are they different from the normal grassland tiles on purpose? |
Axi, that reminds me of something I have been meaning to ask.
How much are the tiles reduced in the game from the "original" ? I had to manually reduce the size of the tiles to make them "fit" into the game.
The tiles in the picture is a second version of grass (reduced in size). I've made grassland and plains, the same as in Civ 1+2+3.
The coasts with the other tiles is "almost" finished, but wanted the feedback first.
quote: How do the coast overlays handle corners? I need to know this for the code. Also, how does a branching river look? |
Gary: There are two ways we can handle this. What you see in the picture isn't overlays, just regular tiles with the coast. If the code supports that, we could go that way.
With the overlay option, they look the same , just placed on top of the land tile.
As for branching river, we could use the corner tiles. In that way the river can be divided or merged.
Is my way of thinking right here ?
-Stain-
Last edited by sas on 11-02-2002 at 22:30
|
|
|  |
 |
|
Gary Thomas
|
 |
New Zealand
Mar 2001 time: 17:13
|
|
I have been wondering where my 500th post would end up. Anyway, here it is.
quote: What I don't like to see is similar looking lumps of minerals or bullions of metal with a slightly different color and no denomination whatsoever. And yes, the colors should be different. | You will be able to right click on a square to get a summary, or left click to see the full details in the details box.
quote: How much are the tiles reduced in the game from the "original" ? I had to manually reduce the size of the tiles to make them "fit" into the game. | The tiles MUST be 120 wide by 60 high. For historical reasons which baffle me somewhat the code reduces them to 80x40. Rationalizing this seems to be a good idea.
quote: What you see in the picture isn't overlays, just regular tiles with the coast. If the code supports that, we could go that way. | The code can go either way. The problem with non-overlays is that each terrain type needs 256 tiles. However they will look better, and there is no corner problem. If we assume that there will be, say 20 terrain types (we don't have to worry about sea types!) in the final game, we have 5012 tiles. This does seem to be a rather large number. If we can do it that way I would prefer it. Among other things, we don't get half trees as can happen with overlays.
As an explanation for the 256 tiles, the tile has 8 neighbours (including diagonals), each neighbour is potentially sea, so there are 28 = 256 combinations.
I would actually arrange each set of 256 as a single gif and extract the individual tiles as needed. A single gif that is 1280x640 (assuming we make them all 80x40) seems a bit more manageable than 256 tiles. And we would only have 20 such gifs.
quote: In that way the river can be divided or merged. | The river will only split at a corner, so, from a particular corner there will be rivers along more than two edges.
Cheers
|
|
|  |
 |
|
Gary Thomas
|
 |
New Zealand
Mar 2001 time: 17:13
|
|
quote: plus 8 overlays for the corners (2 for each). | By my count it is 3 for each of the corners. Considering the top corner: water/land, land/water and water/water.
4 sides + 12 corners = 20 overlays in all.
quote: I checked civ2 out and it uses a table with 32 tiles, but they are covering all possible 3-tile combinations: 0.5*8^2 | What on earth is a "3-tile combination".
We are only talking about a single tile here. A single tile has interactions with eight other tiles. Each of these 8 interactions may have water, or not, that is, 2 choices each, repeated 8 times. This leads to 28 = 256 combinations as I said.
I can't see where any other tiles come into the calculation.
At a corner (with coast on both sides of the corner), if it is a strait, we tell the square that the diagonally adjacent square is water, even if it is land. If it is an isthmus, we tell the square that the diagonally adjacent square is land (which it is). No extra combinations are needed.
Cheers
Last edited by Gary Thomas on 12-02-2002 at 09:00
|
|
|  |
 |
|
Gary Thomas
|
 |
New Zealand
Mar 2001 time: 17:13
|
|
quote: However, I stick with the 256 combinations. | No I don't.
The above reasoning means that we do not have to worry about the diagonally adjacent squares, except as described below. So there are only four adjacent squares to worry about, giving ony 24 = 16 combinations. The combinations become:
1 of no sea
4 with a single side of sea
2 with opposite sides sea
4 with two adjacent sides sea
4 with three sides sea
1 with sea all around
The situation in which we need to worry about the diagonally adjacent square is if the other two adjoining squares are land, and the diagonal one is sea. In this case we need a little corner of sea.
Any square with two adjacent land sides might get that in between.
The no adjacent sea can have 16 combinations (including the no diagonal sea one) = 16
Each single side of sea can have 4 = 16
The opposite sides of sea are not affected = 2
Each of the two adjacent sides of sea has 2 = 8
The three sides of sea is not affected = 4
The sea all around is not affected = 1
For a total of 47. Now tell me what is wrong with this reasoning.
Thanks for your perseverance!
Cheers
Last edited by Gary Thomas on 12-02-2002 at 22:38
|
|
|  |
All times are GMT. The time now is 05:13. Apolyton Time is 00:13. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|