[GIT] Docks
Re: [WIP] Tulimshar docks
you have the / and the \ sides, but not the north and south sides to go up/down
tiles to give the / and \ sides support beams
fences
horizontal support beams
Tiles to make a nice connection with the ground
Things you can do when you have finished this tileset, but still want to work on it :
Ships
Animated water tiles
tiles to give the / and \ sides support beams
fences
horizontal support beams
Tiles to make a nice connection with the ground
Things you can do when you have finished this tileset, but still want to work on it :
Ships
Animated water tiles
Re: [WIP] Tulimshar docks
Those ramps look really hard to walk up and down.
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
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
Re: [WIP] Tulimshar docks
Thats a server/client problem, not a tileset problem
Re: [WIP] Tulimshar docks
EJlol wrote:you have the / and the \ sides, but not the north and south sides to go up/down
tiles to give the / and \ sides support beams
fences
horizontal support beams
Tiles to make a nice connection with the ground
- For the North facing slope, I'll need to decrease it a pixel, and make the gap between the wood disappear of throw a line of 50% alpha on that gap to make it appear angled, but with a hint of light (which would work well with animated tiles under it). For the South facing slope, I'll need to increase the plank size, or at least make it look like they're wider by removing any inner shadow (since these tiles would appear to be parallel to the user's perspective.) I've highlighted it below with pink water as an example of it before I change it's perspective.
- As for Fences/Rails, and ground connectors, let me check with what Jax was envisioning. (Keeping my fingers crossed for a sea wall ).
- Horizontal support beams, please see my example below... do you mean the cross beams underneath a dock?
- Attachments
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- docks1-test4.png (89.89 KiB) Viewed 2237 times
Re: [WIP] Tulimshar docks
At parts I think you're trying to say too much with the texture. Getting cluttered with the detail in the wood.
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Re: [WIP] Tulimshar docks
The lighting on the pillars is off, try making the lighting like this:
- Attachments
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- piliero-ekzempla.png (883 Bytes) Viewed 2179 times
Last edited by kr0n05931 on 07 Mar 2009, 17:33, edited 1 time in total.
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Re: [WIP] Tulimshar docks
Yup the Titelset from the Forests must be a little bit remade.........Rotonen wrote:At parts I think you're trying to say too much with the texture. Getting cluttered with the detail in the wood.
Re: [WIP] Tulimshar docks
Your lighting comes from below?kr0n05931 wrote:The lighting on the pillars is off, try making the lighting like this:
Not really, what I mean was something like this:Horizontal support beams, please see my example below... do you mean the cross beams underneath a dock?
So that docks that are very high (or bridges), are still interesting, instead of boring.
Re: [WIP] Tulimshar docks
EJlol, I've added in those beams you wanted.
Here's the example The oysters on the base of the piling are a test, but likely won't be used unless someone wants to make barnacled & oystered submerged bases for all of the submerged sections (or at least a layer friendly tile that could be overlayed onto other tiles for barnacling).
Here's x1 so far, in case anyone has other changes or suggestions (they should make them directly to this tileset and repost the changed tile and an example of it in use.
Here's the example The oysters on the base of the piling are a test, but likely won't be used unless someone wants to make barnacled & oystered submerged bases for all of the submerged sections (or at least a layer friendly tile that could be overlayed onto other tiles for barnacling).
Here's x1 so far, in case anyone has other changes or suggestions (they should make them directly to this tileset and repost the changed tile and an example of it in use.
Re: [WIP] Tulimshar docks
i think, perhaps the contrast of the vertical ramps is too much. i had to look quite a while until i figured what the perspective should look like. but perhaps its not because of the contrast, i dont know exactly.
Re: [WIP] Tulimshar docks
At EJlol and Jaxad's request, here's the set with all redundant tiles removed or separated where they can be sandwiched together into the desired effect. I haven't added anything advanced as far as cross beams, since there's not any actual need for them in the Tulimshar port [that I can tell]... plus this is just a dock, not a railroad bridge. ).
Edit1: Replaced below attachment 3/15/09 with most recent version. Removed the concrete seawall from this set and moved into it's own
Edit2: Replaced below attachment 3/21/09 with the finalized workable version of the base set (though some of the accessories are up for discussion [please post better one's if you're up to it ])
Edit1: Replaced below attachment 3/15/09 with most recent version. Removed the concrete seawall from this set and moved into it's own
Edit2: Replaced below attachment 3/21/09 with the finalized workable version of the base set (though some of the accessories are up for discussion [please post better one's if you're up to it ])
- Attachments
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- docks.png (92.6 KiB) Viewed 1753 times
Last edited by Fother on 22 Mar 2009, 03:38, edited 1 time in total.
Re: [WIP] Docks
The east/west ramps look good, but the north/south ramps don't work out that way.
The view angle of TMW is from 45° up. This means that the ramp facing away from the spectator is almost parallel to the view angle and thus should be viewn from a very low angle, while the one facing the spectator should be drawn like it is seen from the top.
Maybe we should just leave the vertical ramps out. The medium (orthogonal 2d graphics) just isn't suited for it.
How about some more ambient tiles instead to spice it up? Missing, damaged or provisorically repaired planks; docking posts, loading cranes and gangways for ships; ropes, anchors, sailcloth, fishing nets and other maritime equipment laying around...
The view angle of TMW is from 45° up. This means that the ramp facing away from the spectator is almost parallel to the view angle and thus should be viewn from a very low angle, while the one facing the spectator should be drawn like it is seen from the top.
Maybe we should just leave the vertical ramps out. The medium (orthogonal 2d graphics) just isn't suited for it.
How about some more ambient tiles instead to spice it up? Missing, damaged or provisorically repaired planks; docking posts, loading cranes and gangways for ships; ropes, anchors, sailcloth, fishing nets and other maritime equipment laying around...
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Re: [WIP] Docks
Absolutely. I had a few requests for the North South ramps, and knew those weren't feasible but figured I'd wouldn't hurt for anyone testing it out to see what issues that brings. Not to bring back up the idea of an interactions layer again, but if there were a slow walk and fast walk interactions tile, then north/south ramps would be a little more workable (though a true north ramp tile, as you've said, would truly be invisible.)
I'll nuke those tiles from the next revision.
I have many ambient items in a separate sheet as far as broken planks, missing, or repaired planks, as well as few maritime accessories (coiled rope, fish hooks, netted glass crab traps, lanturns, etc.) but haven't posted them since I want to get the main components completed or fixed on this set before I place any distractions out there (err, at least on this set) for myself. Someone will nitpick one of the accessories and flood the thread before the main stuff is complete!
I'll nuke those tiles from the next revision.
I have many ambient items in a separate sheet as far as broken planks, missing, or repaired planks, as well as few maritime accessories (coiled rope, fish hooks, netted glass crab traps, lanturns, etc.) but haven't posted them since I want to get the main components completed or fixed on this set before I place any distractions out there (err, at least on this set) for myself. Someone will nitpick one of the accessories and flood the thread before the main stuff is complete!
Re: [WIP] Docks
The north ramp wouldn't be completely invisible, atleast not if its at the same angle as the east west ramps. The south ramp does need to be more than one tile long to match.
Re: [WIP] Docks
I this thread is somewhat old but I wanted to note the source of the tiles that we were using. They actually came from Inquisitor's tilesets from RPG-Palace (http://www.rpg-palace.com/artists/xpexterior.php). They are not under a creative commons lisence but were used with permission. I just don't want anybody to find themselves getting yelled at by the author of the tiles especially if any graphics were developed using those tilesets.
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