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Re: The walls of Tulimshar
Posted: 16 Sep 2009, 06:54
by Bertram
Hi,
Taken from Crush's comment, there is only one thing left:
"But the floor texture you added has perspective issues. Due to the view angle of TMW (45°) the length ratio of x axis to y axis on floor textures has to be 0.7:1 (can be approximated to 3:4 or 2:3 when necessary)."
After that, IMHO, I think it just could 'go in' as great replacement.
What do you all think about it?
Regards,
Re: The walls of Tulimshar
Posted: 16 Sep 2009, 12:30
by Spit23
Bertram wrote:Hi,
Taken from Crush's comment, there is only one thing left:
"But the floor texture you added has perspective issues. Due to the view angle of TMW (45°) the length ratio of x axis to y axis on floor textures has to be 0.7:1 (can be approximated to 3:4 or 2:3 when necessary)."
After that, IMHO, I think it just could 'go in' as great replacement.
What do you all think about it?
Regards,
???
I already fixed the floor texture as you can see in my last post. And we need a lot more tiles for this set. Fother J made a list just one post obove yours.
Re: The walls of Tulimshar
Posted: 16 Sep 2009, 13:26
by Bertram
Hi,
Spit23 wrote:I already fixed the floor texture as you can see in my last post.

Ah, yes, now that you tell it... Sorry
We're getting close!
I still have to look at what is really lacking to "just" replace the old equivalent ones.
Regards,
Re: The walls of Tulimshar
Posted: 16 Sep 2009, 13:58
by Spit23
update:
Re: The walls of Tulimshar
Posted: 16 Sep 2009, 15:55
by Bertram
Hi,
I just realized:
The borders touching the sandy ground are just too clean, especially for a windy zone.
Clean borders could still be used for in-town, but an version with no regular sand border, cracks and else, maybe?
What do you think?
Regards,
Re: The walls of Tulimshar
Posted: 16 Sep 2009, 16:56
by Spit23
Bertram wrote:Hi,
I just realized:
The borders touching the sandy ground are just too clean, especially for a windy zone.
Clean borders could still be used for in-town, but an version with no regular sand border, cracks and else, maybe?
What do you think?
Regards,
Yes, at the moment it looks definetely too clean. It's still WIP and there's a lot of work to be done. The hardest job will be the tile arrangement for the east- and westfacing tiles. Everything I tried didn't really work. That's the problem without a clear outline concept at the beginning.
Re: The walls of Tulimshar
Posted: 16 Sep 2009, 18:30
by Crush
Spit23 wrote:???
I already fixed the floor texture as you can see in my last post.
No you didn't.
On your second picture you went for a 3:4 ratio. This will not work out because this means that your main texture needs at least two tiles instead of one. This will be very inconvenient and restricting for the mapper (note that it is a good idea for tile artists to do mapping from time to time - it will help you to understand how to organize your tilesets)
2:3 ratio between X and Y axis means that when you have two supposedly rectangular objects horizontal in one 32x32 tile you need 3 of them vertically.

- tuliwall-pers-fix.png (1.8 KiB) Viewed 3359 times
Re: The walls of Tulimshar
Posted: 22 Sep 2009, 10:14
by Bertram
Hi,
A lot to do yes, but very promising.
Don't lose faith
Regards,
Re: The walls of Tulimshar
Posted: 22 Sep 2009, 10:34
by i
Crush wrote:Spit23 wrote:???
I already fixed the floor texture as you can see in my last post.
No you didn't.
On your second picture you went for a 3:4 ratio. This will not work out because this means that your main texture needs at least two tiles instead of one. This will be very inconvenient and restricting for the mapper (note that it is a good idea for tile artists to do mapping from time to time - it will help you to understand how to organize your tilesets)
2:3 ratio between X and Y axis means that when you have two supposedly rectangular objects horizontal in one 32x32 tile you need 3 of them vertically.
Hmmm... so tell me Crush, what would you say about that:

- tuliwall-pers-fix-try2.png (6.96 KiB) Viewed 3233 times
It's just a fast mock-up, but somehow I rather prefer to not use diagonal pavements. It might look nice with those walls.
Re: The walls of Tulimshar
Posted: 22 Sep 2009, 10:59
by ElvenProgrammer
I had to cover the iso parts with my hands, but the resulting effect it's not bad, but I wouldn't say I prefer diagonal ones.
i wrote:It's just a fast mock-up, but somehow I rather prefer to not use diagonal pavements. It might look nice with those walls.
Isn't this a contradiction?
Re: The walls of Tulimshar
Posted: 22 Sep 2009, 13:48
by i
ElvenProgrammer wrote:I had to cover the iso parts with my hands, but the resulting effect it's not bad, but I wouldn't say I prefer diagonal ones.
i wrote:It's just a fast mock-up, but somehow I rather prefer to not use diagonal pavements. It might look nice with those walls.
Isn't this a contradiction?
Actually yes and not. I do want change outlook of this pavement. In some situations diagonal tiles looks better, however they generate many problems with proper transition tiles. Otherwise normal rectangle pavements looks very boring and unnatural. In other hand pavements may look synthetic, they are created by man.
And one more thing. We need gates (not Bill, the real ones).
Re: The walls of Tulimshar
Posted: 24 Sep 2009, 15:15
by Bertram
Re: The walls of Tulimshar
Posted: 25 Sep 2009, 18:28
by Spit23
Thank you all for your help

. That's what I have so far (not finished yet):
Re: The walls of Tulimshar
Posted: 01 Oct 2009, 12:03
by Bertram
Hi,
great additions so far!
I'm sure we're close being able to replace the existing ones except the arch.
And as for myself, I prefer diagonal pavements than normal ones. What do you think?
Regards.
Re: The walls of Tulimshar
Posted: 01 Oct 2009, 12:25
by i
Gate... give me the gate ;D
We need at least one and we could start replacing old walls. Good job so far! Keep going!