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[RC] Supplemental cave tileset

Posted: 20 Nov 2008, 22:30
by Crush
Bottomless chasm cave tiles, wall tiles which can be put on any background and ramps.
Based on this tileset by octalot: http://forums.themanaworld.org/viewtopi ... 9&start=30

Makes cave_bilevel_water.png obsolete.

Re: [RC] Supplemental cave tileset

Posted: 22 Nov 2008, 15:59
by octalot
Please post the .xcf.bz2 too.
I'm tempted to have another go at the fade-to-black bits, but I'd prefer to start with your version as it's the one that will be going in to the game.

Re: [RC] Supplemental cave tileset

Posted: 23 Nov 2008, 18:40
by Crush
Sorry, there is no XCF. I saved it in PNG format.

Re: [RC] Supplemental cave tileset

Posted: 03 Dec 2008, 04:46
by octalot
There's a sharp edge around your ground-over-void tiles, and I think smoothing it is better (not happy with either version though).
I've modified the .xcf.bz2 to mimic your changes, but it's too big to attach to the forum: http://www.s.cotton.clara.co.uk/gallery ... 03.xcf.bz2
cave2.png
cave2.png (179.76 KiB) Viewed 2061 times

Re: [RC] Supplemental cave tileset

Posted: 03 Dec 2008, 18:43
by Jaxad0127
If no one has any objections to the version in octalot's last post, I'll add it as cave_bilevel.png and officially depreciate cave_bilevel_water.png.

Re: [RC] Supplemental cave tileset

Posted: 03 Dec 2008, 19:01
by Crush
No objections.

Re: [RC] Supplemental cave tileset

Posted: 03 Dec 2008, 19:39
by octalot
I've no objection to it going in as-is, and the main bilevel bits are ready for use.

OTOH, the ground-over-void tiles in bilevel set that I posted are just proof-of-concept (didn't make that clear enough).
I expect the final tileset to have the same tiles, but think it needs to be reworked more.
ramp_testcave.png
ramp_testcave.png (170.64 KiB) Viewed 1981 times

Re: [RC] Supplemental cave tileset

Posted: 03 Dec 2008, 22:09
by Crush
What exactly has to be reworked in your opinion? They look fine to me.

Re: [RC] Supplemental cave tileset

Posted: 03 Dec 2008, 22:13
by Jaxad0127
There is still a faint line. It isn't nearly as noticeable as before, but it would be nice if we coud get rid of it anyways.

Re: [RC] Supplemental cave tileset

Posted: 03 Dec 2008, 22:38
by octalot
It's a general feel that I'm not happy with the look, but unable to put my finger on why.
One bit that I do know, there's vertical lines showing up at a few of the tile-edges (which I plan to fix).

Ground, Cliff and Void
This one appears a lot of times in that test map:
GGG
GCC
GCC <-- between these two cliff tiles

And this is at the bottom-right:
GGGGG
CGGGC
CCCCC <-- both sides of the centre tile
VCCCV

Re: [RC] Supplemental cave tileset

Posted: 03 Dec 2008, 22:42
by Jaxad0127
Looking at it more, void to interior side cliffs are missing. Void to interior for top and bottom can be done already with ease.

Re: [RC] Supplemental cave tileset

Posted: 04 Dec 2008, 01:09
by octalot
jaxad0127 wrote:Looking at it more, void to interior side cliffs are missing. Void to interior for top and bottom can be done already with ease.
Took a while for me to figure this out, but I think it's more impressive than a simple wall with black at the top and fade-to-black at the bottom would be. :D
ramp_testcave.png
ramp_testcave.png (117.02 KiB) Viewed 1906 times

Re: [RC] Supplemental cave tileset

Posted: 13 Dec 2008, 09:28
by niels.ellegaard
How about adding graphics for a cave exit that points south?
I write this because I am currently lost in some cave north of Hurnscald :P
Untitled.png
Untitled.png (34.82 KiB) Viewed 2141 times

Re: [RC] Supplemental cave tileset

Posted: 13 Dec 2008, 12:43
by octalot
I like that graphic. Southern exits in caves is something that I wanted to add, but my attempts didn't look good.

Re: [RC] Supplemental cave tileset

Posted: 13 Dec 2008, 14:37
by Crush
Would definitely be useful. Can you make a version without background for the x2 tileset?