[WIP] Cave foliage

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octalot
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[WIP] Cave foliage

Post by octalot »

Trying out a way to make some cave corridors look a little different. This is very early, wanting to know what people think of the concept.
TMW_Screenshot_52.png
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cave_creepers.png
cave_creepers.png (9.11 KiB) Viewed 4919 times
Last edited by octalot on 03 Jan 2009, 04:04, edited 1 time in total.
Retired from TMW; incomplete projects looking for a dev:
Cave foliage (plants up the walls): http://forums.themanaworld.org/viewtopic.php?f=8&t=5659
Cave wetwalls (water down the walls): http://forums.themanaworld.org/viewtopic.php?f=8&t=5816
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kr0n05931
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Re: [CPT] Cave foliage

Post by kr0n05931 »

Looks nice so far, how about adding a few roots? Btw, could you make a blue one for water running down the cave as well?

And on that note: We could use these for ores.
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octalot
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Re: [CPT] Cave foliage

Post by octalot »

kr0n05931 wrote:And on that note: We could use these for ores.
Could the redye techniques be used on tilesets too?
Retired from TMW; incomplete projects looking for a dev:
Cave foliage (plants up the walls): http://forums.themanaworld.org/viewtopic.php?f=8&t=5659
Cave wetwalls (water down the walls): http://forums.themanaworld.org/viewtopic.php?f=8&t=5816
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Jaxad0127
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Re: [CPT] Cave foliage

Post by Jaxad0127 »

octalot wrote:
kr0n05931 wrote:And on that note: We could use these for ores.
Could the redye techniques be used on tilesets too?
I don't think it's supported right now. But in any case, Tiled doesn't support it. Ore veins would be different anyways.
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Crush
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Re: [CPT] Cave foliage

Post by Crush »

octalot wrote:
kr0n05931 wrote:And on that note: We could use these for ores.
Could the redye techniques be used on tilesets too?
Yes, the engine can redye every image which is passed to it by filename. But I would not recommend it for tilesets.
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Jaxad0127
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Re: [CPT] Cave foliage

Post by Jaxad0127 »

It would definitely break Tiled. Adding the ability to Tiled would be easy, but I don't think Bjørn would support it.
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octalot
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Re: [WIP] Cave foliage

Post by octalot »

Well, either they're creepers or it's a mess of squiggly lines. Haven't gone back to add shadows yet, and want to get these tiles done before adding ones to fit bilevel walls.
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cave_creepers.xcf.bz2
(217.24 KiB) Downloaded 165 times
cave_creepers.png
cave_creepers.png (62.46 KiB) Viewed 4758 times
screenshot_cave_creepers.png
screenshot_cave_creepers.png (240.94 KiB) Viewed 4761 times
Retired from TMW; incomplete projects looking for a dev:
Cave foliage (plants up the walls): http://forums.themanaworld.org/viewtopic.php?f=8&t=5659
Cave wetwalls (water down the walls): http://forums.themanaworld.org/viewtopic.php?f=8&t=5816
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octalot
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Re: [WIP] Cave foliage

Post by octalot »

I'm looking for comments about the existing tiles, before I finish the creeper sets.
The water needs a complete rework, that comes later. Might be best to split this in to two sets.

Artifacts on the ground are attempting to get the screenshot small enough for the forum's file size limit (the in-cave darkness makes the image compress badly).
screenshot_cave_creepers_reencode.png
screenshot_cave_creepers_reencode.png (220.45 KiB) Viewed 4681 times
cave_creepers.png
cave_creepers.png (99.6 KiB) Viewed 4674 times
Attachments
cave_creepers.xcf.7z
To copy the contrast from the cave tiles, the "example base tiles" layer is copied as special-mode layer.

Soft light gives a good result, at either 100% or 70% opacity.
Difference creates a twisted-world effect
Darken only gives shadows, but it's a bit bright.
Hue gives a golden effect - not quite sure what but it's interesting
Value makes it all far too bright.

Setting the layer to value, 50% opacity, and tweaking brightness/contrast to -79 brightness is good.
(161.09 KiB) Downloaded 165 times
Retired from TMW; incomplete projects looking for a dev:
Cave foliage (plants up the walls): http://forums.themanaworld.org/viewtopic.php?f=8&t=5659
Cave wetwalls (water down the walls): http://forums.themanaworld.org/viewtopic.php?f=8&t=5816
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Crush
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Re: [WIP] Cave foliage

Post by Crush »

The transmission from wall to ground is too abrupt.

When you rework the water then please consider to make it animated.

You can switch off the cave spotlight effect in the games setup menu by setting overlay effects to "off".
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Re: [WIP] Cave foliage

Post by Savi »

Looking at the last .png from Novice I think there should be some partially green floor tiles where the walls meet the floor.

Is it a possible that the wall slime could illuminate the cave?
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