[DIS] Castle Walls

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Crush
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Re: [DIS] Castle Walls

Post by Crush »

MerlinX420 wrote:There was no fixes to the set needed. You don't need the floor merged with the walls.
This is not universally true. While separating objects from ground gives the mapper more flexibility, you are also missing out on the possibilities of ground integration.

You can improve the look of the transmission between ground and buildings a lot when you have ground elements overlap the bottom of the walls a bit. Take the woodland buildings and stones, for example. Some blades of grass reach into the area of the stones. This gives the impression that the walls "sink" into the ground and improve the feeling that they are really part of the scenery and not just dropped into it. You wouldn't be able to do that when separating ground from object tiles.

For that reason I would recommend to create variants of object tiles merged with common ground tiles in addition to the tiles without a background. Of course only when the artist did some ground integration and didn't just copy&pasted the objects onto the background.
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Alige
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Re: [DIS] Castle Walls

Post by Alige »

Are there any other tiles to add to this tileset? If yes, Irukard, I would really like you to post your last tiles soon so that we can finish that tileset. If any last fixes are needed, feel free to do them.

The castle-walls-2.png tileset will need to stay 512x512 pixels in case we would like to add new things.

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Merlin
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Re: [DIS] Castle Walls

Post by Merlin »

Actually I took that approach to this:
(Digs around for the file I know I have somewhere....)

Include them on a separate set and not change the main set done by I IMO
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i
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Re: [DIS] Castle Walls

Post by i »

Notice: when you design tiles make sure that final design is possible to build. My fist impression when I see that kind of tiles is "WTF?". I hate cheap remake of my own tiles, I don't buy this.
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Merlin
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Re: [DIS] Castle Walls

Post by Merlin »

I'm pretty sure I made that tile before you did the large gate.
Here's an example of how I use the "wtf" tile in one my maps. I really didn't have any way to make an expandable archway so that was what I did.
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MerlinX420
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Re: [DIS] Castle Walls

Post by pateame »

I think "WTF" is all about weight support and not about pixelart stuff. The castle's structure would not be very realistic/safe if you draw like that
just because the concept violates the laws of physics, it would need a bow-shaped construction to withstand the weight on the top.
Maybe you could use a single solid piece instead of several bricks, or just reuse the current arch drawed by Iru,
and just remove the current door to get what you want on your map example.
A quick shot on mspaint:
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But well, ¿who cares?, it's a fantasy game after all.
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Merlin
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Re: [DIS] Castle Walls

Post by Merlin »

Well considering I'm a builder by trade I'm usually pretty picky about structural integrity. Even if it's a fantasy game. XD (I once had an argument with someone because they thought they could put wood in direct contact with the ground, and that is a MAJOR no-no. I doubt we've developed treated lumber in TMW I'll have to see if the Alchemist can work on that. :P)

If it was pure concrete/brick then there's no way it would support the weight, but if it was reinforced with metal then it "could". (I'd say 2x1 inch pieces of re-bar that extends at least 18 in. over the ends would suffice.) The only load on the archway is an out cropping. It's not like it's holding a whole other story or 2 on top of it. If it was over 3 tiles then I don't think it would hold much of a load thou. A solid stone the length of the opening would work. The concept of reinforced concrete isn't too far fetch considering Thermin has developed steam power. :P Like I stated thou it was before "I" made the archway so I guess it's rather a moot point. XD

A larger/scalable archway wouldn't be a bad idea thou.
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i
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Re: [DIS] Castle Walls

Post by i »

pateame wrote:I think "WTF" is all about weight support and not about pixelart stuff.
Thank you. You got the point. :)

Let's build world that look at least probable. I do not demand real stress calculations. When we create buildings and in-game object we have to keep in mind the way how it works, is it stable and safe.
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EJlol
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Re: [DIS] Castle Walls

Post by EJlol »

I love the first version of the tileset :mrgreen:
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a bit more serious, I think the round archway looks more awsome. (and awsomeness is imo more important if it is buildable or not btw).
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Alige
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Re: [DIS] Castle Walls

Post by Alige »

EJlol wrote:a bit more serious, I think the round archway looks more awsome. (and awsomeness is imo more important if it is buildable or not btw).
I agree, thats why I added it.

I updated the two tilesets: castle-1.png and castle-2.png

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Alige
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Re: [DIS] Castle Walls

Post by Alige »

The Empty archway on the castle-2.png tileset is kind of flat. If anyone could fix that, it would really be great.

@peteame: Your ground fits way better than the ground I have on the tileset right now. Could you please post the tileset of your ground? Thanks.

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Re: [DIS] Castle Walls

Post by Merlin »

Remove the roof and add the transition tiles that make it look like they are sitting "in" the grass and not just placed on it. I made the roadway with both type of grounds so you can add fringe layers on top of it. Since we have 2 fringe layers it doesn't really matter. Also the 2nd round wall it to make inverse turns. (Pic is an example of useage. The one on the right is the additional one and the one on the left is the original)

I have a 2nd and might make a 3rd version of Ivan's roof
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MerlinX420
Computer games don't affect kids, I mean if Pac Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music. Has anybody seen this princess I'm looking for?
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Crush
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Re: [DIS] Castle Walls

Post by Crush »

Is that Heroes of Allacrost tileset Merlin uses as a background now officially part of the TMW content or is Merlin again forgetting what's part of TMW and what isn't?
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i
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Re: [DIS] Castle Walls

Post by i »

MerlinX420 wrote:Remove the roof and add the transition tiles that make it look like they are sitting "in" the grass and not just placed on it. I made the roadway with both type of grounds so you can add fringe layers on top of it. Since we have 2 fringe layers it doesn't really matter. Also the 2nd round wall it to make inverse turns. (Pic is an example of useage. The one on the right is the additional one and the one on the left is the original)

I have a 2nd and might make a 3rd version of Ivan's roof
Those tiles aren't designed to build standalone wall. If you didn't noticed left side usually have shadow. If you move vertical wall into center of tile, space left for shadow will be ridiculously small. If you use only right tile as vertical tile, the walls will be not symmetrical. And we will need a lot of additional tiles with shadows. I still don't see potential benefits from changing the offset of vertical wall. Any useful purpose for that kind of wall is just a fence. and that IMO should be done with other kind of tiles. Thinner, more detailed, maybe with addition of other materials.

Anyway, do whatever you need to do, it's GPL, and you don't need my approval.

EDIT:

One more thing
Crush wrote:Is that Heroes of Allacrost tileset Merlin uses as a background now officially part of the TMW content or is Merlin again forgetting what's part of TMW and what isn't?
Yep, but remember that those tiles were grabbed by HoA from Lost Garden. And they are not licensed under GPL. AFAIR the licence were a bit "unclear".
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Alige
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Re: [DIS] Castle Walls

Post by Alige »

@Irukard: Thank you for having a try to make the depth for the big, empty archway. That really helps.

@Merlin: Please make the grass over the bottom of the buildings be of the same height. We can clearly see many differences. Look at my screenshot to see what I mean. Thanks.
screeny.png
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I updated the castle-2.png tileset.

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