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Posted: 20 Oct 2007, 00:57
by Saphy
AxlTrozz wrote:New version with some sandstone floor but with some sand.

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That doesn't look like sandstone at all. Perhaps you should try lighter colour?

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Posted: 20 Oct 2007, 15:25
by AxlTrozz
saphy wrote:That doesn't look like sandstone at all. Perhaps you should try lighter colour?
thank you, I like your version but more like "dust over floor", good effect, did you check the "half and half" version where I tried to improve a little the version you have in your post.
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Posted: 20 Oct 2007, 15:37
by Crush
when you use dithering you should avoid checkboard patterns or other regular patterns and try to place the pixels as random as possible.

Bad dithering:
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Good dithering:
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Posted: 20 Oct 2007, 15:54
by Saphy
AxlTrozz wrote:
saphy wrote:That doesn't look like sandstone at all. Perhaps you should try lighter colour?
thank you, I like your version but more like "dust over floor", good effect, did you check the "half and half" version where I tried to improve a little the version you have in your post.
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Yeah, but the half and half version has the same problem, the sand is still too unnatural. Sand won't become wavy unless it is under strong wind.

Since the wall and the sand has very similar colour, the wavy sand floor look nicer due to higher contrast (wave vs plain/dotted wall). But it is still doable using other technique, such as adding crumbled rocks or cracks between wall and grounds, changing the hue/lighting of the floor or wall, or introducing more shadow/lightning effect.

Posted: 20 Oct 2007, 16:25
by AxlTrozz
yes, I created that sand for outdoors sometime ago, I just reused for this work, but now that you say that it looks not good, I'll try to do something about, thanks

Posted: 21 Oct 2007, 19:04
by AxlTrozz
I'm trying to create the temple maps:
I used some tiles from the desert tileset :wink:
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Temple Exterior

Posted: 21 Oct 2007, 22:04
by Bjørn
Looks very nice, though of course half of the shadows in the doorway have to be removed since the sun only shines in one direction at a time.

Posted: 21 Oct 2007, 23:05
by AxlTrozz
Bjørn wrote:Looks very nice, though of course half of the shadows in the doorway have to be removed since the sun only shines in one direction at a time.
I was trying to represent the torches effect, but I don't know if is correct or not.

Posted: 22 Oct 2007, 07:36
by ElvenProgrammer
That could work indoor or at night. The sun will override any torch effect.

Posted: 22 Oct 2007, 16:29
by BadMrBox
And even if it where indoor the angles of the shadows would be totally different. Other than that, it looks really nice :D

Posted: 22 Oct 2007, 17:17
by AxlTrozz
Bjørn wrote:Looks very nice, though of course half of the shadows in the doorway have to be removed since the sun only shines in one direction at a time.
Done, I removed one of the shadows and now I'm experimenting with the tileset, I'm trying to create a 60 x 60 tilemap, but I'm stil in progress...

Image >>> Map Image

Posted: 22 Oct 2007, 21:04
by AxlTrozz
Still some corners are missing also some details but seems like is going to work :)

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Posted: 23 Oct 2007, 00:55
by Crush
What do you mean with 60x60 tilemap? The tilesize? The tilesize of TMW is 32x32. The size of the whole tileset? The maximum is 512x512 pixels here. When this isn't enough you can split it up on multiple tilesets.

Posted: 23 Oct 2007, 01:58
by AxlTrozz
Crush wrote:What do you mean with 60x60 tilemap? The tilesize? The tilesize of TMW is 32x32. The size of the whole tileset? The maximum is 512x512 pixels here. When this isn't enough you can split it up on multiple tilesets.
The tiles are 32 x 32 and the tileset is 512 x 512 (by the wiki) but I'm trying to create a map with 60 x 60 tiles (did I miss something ?) may be I didn't understand the tutorial :?, please any help would be apreciated

Posted: 23 Oct 2007, 02:05
by AxlTrozz
Current progress of the tileset (512 x 512)
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