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				[WIP] Cave foliage
				Posted: 29 Dec 2008, 01:28
				by octalot
				Trying out a way to make some cave corridors look a little different.  This is very early, wanting to know what people think of the concept.
			
		
				
			
 
						- TMW_Screenshot_52.png (148.18 KiB) Viewed 5897 times
 
		
		
		
			  
			 
			
					
				Re: [CPT] Cave foliage
				Posted: 29 Dec 2008, 02:19
				by kr0n05931
				Looks nice so far, how about adding a few roots? Btw, could you make a blue one for water running down the cave as well?
And on that note: We could use these for ores.
			 
			
					
				Re: [CPT] Cave foliage
				Posted: 29 Dec 2008, 06:38
				by octalot
				kr0n05931 wrote:And on that note: We could use these for ores.
Could the redye techniques be used on tilesets too?
 
			 
			
					
				Re: [CPT] Cave foliage
				Posted: 29 Dec 2008, 06:45
				by Jaxad0127
				octalot wrote:kr0n05931 wrote:And on that note: We could use these for ores.
Could the redye techniques be used on tilesets too?
 
I don't think it's supported right now. But in any case, Tiled doesn't support it. Ore veins would be different anyways.
 
			 
			
					
				Re: [CPT] Cave foliage
				Posted: 29 Dec 2008, 08:03
				by Crush
				octalot wrote:kr0n05931 wrote:And on that note: We could use these for ores.
Could the redye techniques be used on tilesets too?
 
Yes, the engine can redye every image which is passed to it by filename. But I would not recommend it for tilesets.
 
			 
			
					
				Re: [CPT] Cave foliage
				Posted: 29 Dec 2008, 08:06
				by Jaxad0127
				It would definitely break Tiled. Adding the ability to Tiled would be easy, but I don't think Bjørn would support it.
			 
			
					
				Re: [WIP] Cave foliage
				Posted: 03 Jan 2009, 03:59
				by octalot
				Well, either they're creepers or it's a mess of squiggly lines.  Haven't gone back to add shadows yet, and want to get these tiles done before adding ones to fit bilevel walls.
			 
			
					
				Re: [WIP] Cave foliage
				Posted: 08 Jan 2009, 15:50
				by octalot
				I'm looking for comments about the existing tiles, before I finish the creeper sets.
The water needs a complete rework, that comes later.  Might be best to split this in to two sets.
Artifacts on the ground are attempting to get the screenshot small enough for the forum's file size limit (the in-cave darkness makes the image compress badly).
			
		
				
			
 
						- screenshot_cave_creepers_reencode.png (220.45 KiB) Viewed 5652 times
 
		
		
		
			 
			
		
				
			
 
						- cave_creepers.png (99.6 KiB) Viewed 5645 times
 
		
		
		
			  
			 
			
					
				Re: [WIP] Cave foliage
				Posted: 09 Jan 2009, 04:45
				by Crush
				The transmission from wall to ground is too abrupt.
When you rework the water then please consider to make it animated.
You can switch off the cave spotlight effect in the games setup menu by setting overlay effects to "off".
			 
			
					
				Re: [WIP] Cave foliage
				Posted: 05 Feb 2009, 18:35
				by Savi
				Looking at the last .png from Novice I think there should be some partially green floor tiles where the walls meet the floor.
Is it a possible that the wall slime could illuminate the cave?