Tulimshar: Reloaded

Content and general development discussion, including maps, quests, and server code from the development team.
Adarias
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Post by Adarias » 20 Jan 2006, 02:39

that was my intention before, but i was told to entirely disregard the old ones and i intend to follow instructions. THe edges are cut off because im not good at mapping and wasnt really thinking when i cut and pasted :P
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Crush
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Post by Crush » 20 Jan 2006, 02:50

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Post by Rotonen » 21 Jan 2006, 01:16

By whom were you told to ignore all previous work?
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Adarias
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Post by Adarias » 21 Jan 2006, 19:31

not all previous work so far as i know, i was just supposed to redo the desert tileset and not pay the old ones any heed. Those instructions are coming from elven
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Post by Modanung » 21 Jan 2006, 21:56

Adarias, I think the new version is mostly an improvement compared to the older.
Yet I think the rocks on the side of the pavement lack shading. They're too flat, supposing they're sopposed to look round. Also the transition from pavement to something else could be better. You could use the alpha layer and fringe layer for this.

Keep up the good work. :)
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neoriceisgood
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Post by neoriceisgood » 22 Jan 2006, 14:33

These tiles look great I must say, and the "rocks" look like dried out ground with cracks inbetween; if they are this; they don't require excessive shading, considering they're just flat areas.
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Post by Modanung » 22 Jan 2006, 14:50

neoriceisgood wrote:These tiles look great I must say, and the "rocks" look like dried out ground with cracks inbetween; if they are this; they don't require excessive shading, considering they're just flat areas.
I wasn't talking about those... I was talking about the pavement's edge.
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Post by Adarias » 24 Jan 2006, 19:35

THey werent supposed to be round, more like very squat cilinders, but i can make them round if its distracting
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Post by Crush » 24 Jan 2006, 20:26

no, don't make them rounder. i think the shape is good the way it is. but when you would add some shading they would look better.

when you make the upper and the right part of every stone a little bit darker and the lower left corner a little bit brighter they will look much more real. look how much that did for my last piece of work:
ImageImage

the larger the shaded zones the rounder will the surface appear. when you limit the different color shades to the edges you still have stones with flat surface but with a much more bumpy impression. like the stone road from my other tileset:
Image
i've used another technique here you could use, too. the edges the viewer looks at are wider than those away from the viewer. that way you can create an illusion of perspective.

by the way: to check out how your tiles work together you can use Tiled, the map editor used to make tmw maps. i found that method much more convenient than copy&pasting my tiles together in an image manipulation program.
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Please do not send me any inquiries regarding player accounts on TMW.


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