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maubp
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There should be a file called bigtrident.zip attached to this post. The images are in PNG fortmat and have only been tested on Windows 2000, freeciv 1.13.0 and 1.14.0 beta 1.
The graphics files were copies of the trident set, enlarged to twice the height and width. Similarly the spec files were copies of the trident set, edited to change the tiles from 30x30 to be 60x60.
The terrain image has been edited by hand. I think the transaparency color messed up - black is now transaparent. This makes the oil tile and the "fog" tiles useless. This should be easy to fix, if I can find a better image editor than Microsoft Paint Brush.
I have tried to touch up some of the "specials".
Regarding the terrain itself, so far I have only touched up the plains and the ocean tiles. I have essentially taken four of the trident tiles to make each of the bigtrident tiles.
I am wondering if the new coast lines are too smooth.
For future reference, this can be called the bigtrident tileset v0.0.1
Peter
Attachment: bigtrident.zip
This has been downloaded 31 time(s).
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maubp
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CapTVK, I have done some more work on the terrain. Only the hills, mountains and rivers need work now.
I am wondering about doing the hills and mountains with more than three tiles each - at the moment they do not attempt to join up vertically, just horizontally. Read the tiles.spec file
So far I have only changed the tiles - due to the limited functionality of the tools I have been using, I have switch to using a nasty yellow as the transaparency colour, rather than having two sorts of black as described in this thread.
I also grabbed the the Walrus from the HiRes/Lexxy tileset to use for "Artic Ivory" because I think it looks better than some tusks (white tusks on white artic terrain doesn't stand out). I have added this to a free spot in tiles.png and edited the tiles.spec to use the new walrus rather than the tusks.
There are still a few things on tiles.png that need to be touched up - the rivers, the "specials" and the text.
That still leaves PNG files for the cities and roads, and most importantly now, the units.
In the case of the units, I really need some high resolution sources. Does anyone know who did the original tile sets? Should I be asking on the mailing list rather than this forum - which seems rather quite?
Peter
Edited to expand on the changes in version 0.0.2 of bigtrident
Attachment: bigtrident_v0_0_2.zip
This has been downloaded 13 time(s).
Last edited by maubp on 09-11-2002 at 16:54
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maubp
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Thanks for posting your screenshots CapTVK - I will do some myself once I'm happy with the revised terrain.
Now a slight diversion to railways with the trident tileset.
I have edited this because the forum seems to only let me do one pitcure per post.
Reading the roads.spec and looking at the roads.png file, there are actually two sorts of railways in in the trident tileset.
This is with the original trident railways (no longer the default):
Attachment: trident_r2.png
This has been downloaded 405 time(s).
Last edited by maubp on 10-11-2002 at 18:21
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maubp
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This screenshot shows the default, dwp style railways in the trident tileset.
(Anyone know what dwp style means? Was DWP the artist's initials?)
Attachment: trident_r1.png
This has been downloaded 392 time(s).
Last edited by maubp on 10-11-2002 at 18:26
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maubp
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In this third screen shot I have anotated the dwp-style trident railways screenshot with some "problems"
- Bad bends - where a railway goes from diagonal to cardinal. This can be improved by tweaking the tileset images.
- Bad junctions - where things overlap to much or not enough. This can be improved by tweaking the tileset images.
- Diagonal railways - The there is a "neck" because the neighbouring two tiles do not have a tiny bit of railway in their corners.
These are easier to spot when you zoom in (which effectively what I did for my bigtrident tileset).
I think I can fix the first two problems for both trident and bigtrident.
The third problem, diagonal railways, may need coding changes...
Attachment: trident_r1_notes.png
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maubp
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And finally, for today, this screenshot is the current version of my bigtrident tileset, with dwp-style railways.
The roads and railways are just enlargements of the trident version - If I feel like it I will go in and touch them up by hand...
I have edited the railway tiles in roads.png to try and fix the Bad Bends problem (as shown in my previous post).
P.S. I have replaced the pheasant with the one from the HiRes/Lexxy tileset. Good or bad choice?
Attachment: bigtrident_r1_afterfix.png
This has been downloaded 385 time(s).
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Thue
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Copenhagen, Denmark
Jan 1970 time: 06:23
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dwp is David Pfitzner, a former freeciv admin.
Yes, the diagonals would require coding changes. To make the bends and junctions look real nice you would probably also need to draw all the possible combinations by hand, which would then require (a simple) code change to use.
There are similar problems in the isometric tilesets where the roads need a few more pixels to be completely connected. That one would require more code.
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maubp
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Thanks Thue,
I haven't looked at the code (I'm not sure I want to) but I assume that the code that renders the map is "modular" so changes here shouldn't have too many side effects.
At the moment there are only about twenty railway tiles (guessing - I don't have the tiles to look at right now). Doing this "properly" would take 2^8 = 256 tiles.
Do you think having all these extra bitmaps would have memory problems?
i.e. Define 256 tiles with names like "railway00100100" where the eight numbers mean: If there a railway going north, north-east, east, south-east, south, south-west, west, north-west.
Peter
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maubp
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quote: On second though the change to make the diagonal rails look good would be easy too . |
Are we thinking along the same lines here Thue?
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jdorje
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maudp, you should go to http://rt.freeciv.org/ and report these bugs. There are really two bugs here: the bad bends/bad junctions is a bug in the tileset, and the bad diagonals is a bug in the code.
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maubp
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Good idea jdorje
See Incident 2408
I had used that twice before - back in Jan 2002 - but had forgotten about it.
Peter
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Thue
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Copenhagen, Denmark
Jan 1970 time: 06:23
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This is an implementation of the rail corners:
Attachment: railcorners.diff.zip
This has been downloaded 4 time(s).
Last edited by Thue on 29-11-2002 at 21:25
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Thue
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Copenhagen, Denmark
Jan 1970 time: 06:23
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And modified roads.png
Attachment: roads.png
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jdorje
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This is fixed in the CVS version, along the lines of Thue's original patch. It will not be in 1.14, but it will be in the next version. You can also use the daily snapshots (although maybe not until tomorrow).
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maubp
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Geoffrey - see this thread for changing tilesets.
To try this one, you will need to download the most recent ZIP file I posted, and extract the files in the right place. i.e. bigtrident_v0_0_2.zip on the first page of this thread.
If you are running on windows (or using version 1.14), then PNG files are fine.
If you are using linux (before version 1.14) then you will need to convert the PNG files into XPM files.
Peter
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